Source? There is no indication that the SuperFX has a floating point capabilities whatsoever. Floating point is never a necessity, and actually *it* is inaccurate compared to fixed point; floating point is lossy; the whole point actually is to do quick calculations over a huge range where the error is tolerable.
This one: and... etc. are all just raster-scrolled backgrounds. Their body parts (faces, limbs...) are sprites, of course. (page link: http://crawl.flyingomelette.com/features/yoshi/ )
look what I found. it's a early fan-made port of star fox for genesis! dl: https://anonfiles.com/file/5dbb08b1c3756a0f4a2f73697e860fce
Yeah, I saw that a while back. It's a shame they never put more in to the project. The game runs just as fast as the SFC version but to be fair this MD version is running less polygons and there's no AI in there but still, for a fan made effort it is pretty good.
SNES Street Fighter Alpha 2's "load times" are not related to compression or graphics. It's related to the SPC. Everything freezes briefly because the CPU is communicating with the SPC to load new sample data. The game uses relatively high quality samples which take alot of RAM. The result is needing to reload SPC RAM often which is a slow process. Unlike the PPU, the CPU cannot DMA transfer data to the SPC. It has to use a slow CPU communication method. It's very noticeable since everything on screen stops. You could probably reduce those pauses by removing certain sounds from being loaded and being played. They really should have included in the options menu an option to disable the announcer voices, save you a little bit of time. But it's not related to compression or graphics. If the SPC had more than 64K of RAM maybe it could have been avoided while maintaining the same good audio.
doesnt matter if its mega drive or snes both lose against Neo Geos Pseudo 3D http://www.youtube.com/watch?v=5bFFkNmhN_w#t=10m38s