Search found 305 matches
- Mon Apr 20, 2015 2:58 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
Either way, the IRQ method eats a lot more CPU than HDMA would have. Of course if you want use the CPU for transfering many bytes like HDMA does ,it's not usefull and too slow . But changing some registers like H/V scrolls or 2/3 background colors you can easily doing it with interrupts without hav...
- Mon Apr 20, 2015 12:23 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
The problem with using an interrupt is that CPUs are kind of slow to react. HDMA's primary advantage is being able to move in data without having to wait for the CPU to acknowledge the interrupt (which involves not just acknowledging the signal but also setting up the stack and jumping to a routine...
- Sat Apr 18, 2015 3:13 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
i think md's chained SAT is a good advantage for BTU, as Z-ordering (or Y ordering in fact) is most used . You mean other CPUs don't have this? How do they do raster effects than? Doesn't the Genesis actually have a horizontal scrolling table for BGs? HDMA is not a CPU feature, you can do praticaly ...
- Fri Apr 17, 2015 4:55 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
I do have to agree that Rendering Ranger feels rigid, but not because of the coordinates of objects. I don't consider RR² as a good game in general, but technicaly is really impressive with a very good use of snes hardware effects . I think it's like if 16 bit variables are more convenient, you use...
- Fri Apr 17, 2015 3:23 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
Reading some people here we could think that for them "8 bits is enough" :p Wahou stef, you ate some clowns each morning ??... :wink: I don't see any pce games that slowdown more than 68k ones, even if it doesn't have any Z80 for audio :P 16 bits is very usefull if instructions are faster...
- Tue Apr 14, 2015 10:58 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
also TOUKO, I think you mean "at least", not at less. I completely changes the meaning of the sentence. :wink: Oups yes :oops: You mean 1, right? The 65816 is a 8 bit datas bus cpu, for me it can not be a true 16 bits like the 68k can not be a 32 bits . A game is not related only to physi...
- Tue Apr 14, 2015 1:11 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
This is not a question of who's better, stef cannot accept than some impressive games exist for snes or PCE because all two have a 8 bits CPU ..
I saw some shmups on PCe/snes that are at least, as impressive as TF3/4 or Gh in term of cpu usage and sprites on screen .
I saw some shmups on PCe/snes that are at least, as impressive as TF3/4 or Gh in term of cpu usage and sprites on screen .
- Tue Apr 14, 2015 9:23 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
See those bosses? On the SNES they would slow down, that movement requries sooo much computation. It could only be done on the Sega hardware. Aahahah, i 've seen many of this words for any console, from many developpers, i call this a self errection .. "We are so good that we can only prove it...
- Mon Apr 13, 2015 10:02 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Dynamic Sprite Vram Routine Ideas
Should the SNES demo be done without the SPC700? :P It's different, i think most of the audio work in snes version is done by 65816, it stream audio directly to SPC . But i don't know exactly what sort of technics (audio and tiles) psycopathicteen use .. In Md case all audio was done by z80,let a b...
- Mon Apr 13, 2015 7:24 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Dynamic Sprite Vram Routine Ideas
Ok for axelay but the starfox demo is a different, what cost the most and *by far* in this case is the 3D math calculations and the 3D rendering. If you get the engine done then you can consider to make a game from it without much troubles. Any game logic will have an insignificant cost on the CPU ...
- Mon Apr 13, 2015 6:23 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Dynamic Sprite Vram Routine Ideas
Please, i just invite you to find where i claimed that ok ? As usual you probably mis-interpreted my words or put them out of context :roll: I always said the 65816 in the SNES (and so clocked at ~3 Mhz with Fast ROM) is about half of the performance level than the 7.7 Mhz 68000. No stef, i'am sure...
- Mon Apr 13, 2015 5:55 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Dynamic Sprite Vram Routine Ideas
So even if i am not currently programming with the 65816 and don't know its ISA by heart I have a perfect understanding of its architecture and a good view its capabilities. No, and i said you all the time, 65816 or hu6280 are not 6502 .. Hu6280 is more faster than vanilla a 6502, and run at 7,16mh...
- Mon Apr 13, 2015 12:56 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Dynamic Sprite Vram Routine Ideas
The same interview states that complex jointed bosses also cost CPU time, and I'm guessing that the 68000's multiply instructions help with that. Yes but you have only player and boss,and multiply instruction(if used here) is slow and you'd better use LUT . A game like super aleste is much more cpu...
- Sun Apr 12, 2015 12:06 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Dynamic Sprite Vram Routine Ideas
In the post above I was referring to the sonicretro guy stating "maybe slow Sonic's max speed to 5 pixels per frame so that it doesn't look excessively fast" making no sense, because lowering the pixels-per-frame movement speed of Sonic's character wouldn't speed up the CPU at all, it wou...
- Sun Apr 12, 2015 10:09 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Dynamic Sprite Vram Routine Ideas
Oh yes, i have the same kind of discussions with stef on a french forum about the snes 65816 and the Hu6280,and he assimilates all two to a vanilla 6502, i think all guys in sonic forum do the same . And you know, the 68k is better because of 32 bits instructions :P , but in a 16 bits and 2D games w...