AWJ wrote:The EXTBG layer is completely "parasitic": it's a different interpretation of the same Mode 7 pixel data that the PPU is already fetching for BG1. Each of the VRAM data lines is literally connected to two different pins on PPU2.
I'm almost not really sure why it's called an extra BG when it doesn't really seem like it's enough to be considered one. If we're counting that as an extra BG, we could say the Irem M92 has 6BGs.
AWJ wrote:Arcade hardware tends to be simpler (meaning more fixed-function, not less powerful) than console hardware because for arcade games with different needs the manufacturer would use completely different hardware.
Well, maybe with Sega at least. I swear, it looks like they where developing for 8 different arcade machines at any given moment. If you look at a company that didn't feel like having 100 different arcade boards like Capcom, SNK, or Irem, they have many different games running on the same hardware. Then there's people like Konami, who I heard pretty much made a new arcade board for every game.
AWJ wrote:run Dogyuun or Knuckle Bash or Batsugun in MAME and take a look at how they displayed their HUDs using hardware that only supported 16x16 tiles; it's hilariously wasteful
How do they do it? I've seen games use 16x16 sprites for one letter or number, even on the SNES. (Rendering Ranger R2, which I would have thought they could have gotten away with just updating the tiles instead)
AWJ wrote:The PSX video hardware is also pretty damn simple, though it's fundamentally different from everything else discussed here (a blitter/rasterizer rather than sprites'n'tilemaps). The primary reason its emulation is such a black art is that nobody wants to play those first-generation 3D games in their original resolutions. Imagine that that HDNES abomination was the bare minimum that end-users would accept and you have the PSX emulation scene
I actually today felt like being a pirate and downloading Goldeneye because I was playing it at my father's house in Virginia during the summer on the N64 there, and it looked really weird, like how smooth everything looked contrasted with the rest of everything. This is kind of random, but let me tell you, the control stick options in Project 64 are terrible, or at least they were with my wired Xbox 360 controller. It's weird, because once you moved the control stick past halfway in either direction, it wouldn't increase the speed. I wish more shooters where like Doom to where you can hold down a run button for turning really quickly, and you can not hold it down for accurate aiming, because in every other game I've played with adjustable sensitivity, I've had to try and balance between it because the control stick sensitivity is god awful. (I got a Wii u for Splatoon a couple of days ago and as fun as I find the game to be, the controls are some of the worst I've ever experienced. I literally turned the sensitivity as low as it goes.) People need to look at Super Monkey Ball or something for a good reference on how to properly implement analog controls.
Edit: New post incoming to stop my rant.
Nothing is ever wasted on the SNES (except that one VRAM cycle in Mode 6)
I think Mode 6 wins the award for most useless SNES graphical mode. I mean, I can't even think of one thing that uses it. I would have rather seen a 512x448 8bpp mode, even if that could only fill a 1/4 of the screen with unique tiles. It could look incredibly awesome for a title screen if it's fine to have repeating tiles.
But both of them are luxury features; a lot of arcade hardware can't do either, and I can't think of any hardware that does both at once (though I'm sure it exists...)
Irem M92.
Edit: Is it me, or is Wikipedia (unsurprisingly) off on this?
RAM is accessed at 3.072 MHz
Isn't ram always accessed at slowrom speed (2.56MHz?) while rom can either be accesed at slowrom or fastrom (3.58MHz?) speeds depending on the cartridge?
Also, I'm assuming the Wikipedia article was written by someone over at Sega 16?
higher bit-rate competition such as the Sega Genesis.
As part of the overall plan for the SNES, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console