Khaz wrote:
Then it sounds like you should have enough experience to know better than to try to pick this particular fight. The war between Genesis and SNES has been going on for decades now. Like any war that lasts decades, nobody has emerged a clear winner. There are no fanboys left - they have grown into fanmen.
The Sega Genesis was the first console I ever had. I loved it to death back then and I still do now. If you forced me to pick a side, I would be on YOUR SIDE. The reason I'm against you right now is because you're trying to make a ridiculous point. You're throwing around wild speculation that you believe GH can't be replicated, with nothing that specifically backs that point up.
It's not even about SNES versus Genesis, i owned both consoles back in time and people who know me can confirm i always claimed i played more on my SNES than my MD and that my all time favorite game is Super Metroid. It's just about technical mis-information, i think there is nothing worst than that... Here what annoy me is that we can read the 65816 is a beast and even surpass the 68000 as it takes less cycles to execute comparable operations. I just want to explain why we should not compare on cycle and why the 65816 is definitely a poor choice as a main CPU (for whatever system actually, not only the SNES). I know the SNES has others flaws as the convoluted PPU with spitted OAM, sprites size restriction and memory arragement but all systems has its flaws (the Megadrive has only 4 palettes to play with and the sound system has some nice holes too) and honestly i think they can be worked out, at least partially. But here, in the SNES, the CPU is definitely and *by far* the main issue of the whole system. Honestly i tried to develop on SNES but the CPU is just so under powered you can't correctly use the offered graphics features. Accessing memory by bank of 32KB / 64 KB on a 16 bits system (released in 1990) is just ridiculous and painful for developers, it is as if i was coding on a 8 bits system with boosted graphics and audio hardware, totally unbalanced and very unpleasant. You can believe if you want that GH is possible on SNES, that is your right but the truth is that the CPU alone is a good reason to not see it happening. The guys from Treasures left Konami company because they wanted to have more freedom in their development but also because they felt limited by the SNES CPU, GH relies a lot on the power offered by the 68000 so definitely it would not work on SNES because of its *slow CPU*, that is...
If you are interested, here is an interview from the guys who actually worked on GH:
http://megadrive.me/2011/11/03/an-inter ... -treasure/
And a relevant part of it:
Q: Konami is a big 3rd party for Nintendo, so why are you now making games for Sega?
A: I’ve always been fascinated with hardware. People are constantly comparing Mega Drive to SNES, saying that the SNES has more colors etc…
But the Mega Drive has a 68000 processor, which is very easy for programmers to work with. I was a programmer for years, making games for the SNES, and I can tell you, the hardware is a pain in the butt. If consumers look at a still shot, they may think the SNES is better, but actually, if you tried to put Gunstar Heroes onto the SNES there would be no way. 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.
...
as I said the hardware is very easy to work with. All things considered, the 68000 is a very good CPU allowing room for experimentation while the SNES hardware limits you to their design standards. Scaling and rotation can be implemented in the Sega software, forget it on the SNES.
Then now free feel to ignore it... and continue to believe it can be done on the SNES.
When I say to "back it up", I mean with some serious analysis that warrants consideration. Something like "to reproduce GH you'd need these tile sizes in this video mode, you'd need this much time for sprite routines and this much time to process the AI and this much time for the rest, and due to the much faster way the Genesis does ____ there is no possible way the SNES can do the same job." That would warrant a response. Saying "This specific sample of code is slower on SNES" is totally meaningless, and you being a programmer yourself should know that.
Any program is just about dealing with data: read data, interpret it, transform it, modify it...
So taking the performance of extra basic operation as read and copy data is already a good start point to evaluate what you can achieve with the CPU. Of course that's not enough, i just say it's a good start point.
If you want more advanced maths to compare these CPU then we can go in it but trust me you won't like the result.
Stef wrote:
Uh, yes, I'm quite serious. DMA makes a huge difference to the speed of writing/copying blocks of data to either WRAM or VRAM. Since you were doing all your comparisons based on direct page instructions and not considering this advantage I don't think your assessment was fair.
Of course i do know what DMA is (and the MD also has a DMA) but the point was to compare the CPU (see my previous point).
I DON'T.
I don't go around trying to say that Game X is too complicated for System Y because that would be a foolish thing to do - you can't prove it and you're just inviting people to prove you wrong. You talk exclusively about CPU power, which again you should know better than. The SNES is more than a 65816. The Genesis is more than a 68000.
Ok, you don't, i try... and what do you expect ? do we need to reverse engineer entirely GH game to see if you can port the engine 1 to 1 ? Do you know at least what can the 68000 CPU do ? Again we can go further in the calculation, but do we really need it ??