TOUKO wrote:But guys, do you think tha the 65816 is a 16 bit processor or not ??, that's in fact also the question

I think it is a 16-bit processor because it has a 16-bit ALU, which is really the hearth of the CPU. However we have to admit the 8-bit data bus is a limitation, but also an advantage as it can connect to more traditional ROMs and adress decoding chips, which would be harder to use if the data bus was genuinely 16-bit.
TOUKO wrote:
Snes's sprites system is also bad and need to be rethinked, this nes heritage should be out and replaced by a real SAT, with multiple size on screen at the same time .
Wow, this makes no sense, the SNES indeed allows multiple sprite sizes on screen at the same time - you are limited to 2 sizes but in software you can simulate anything with metasprites so it's not really a limitation.
Why did they though when they were implementing the 64x64 sprite size for instance ?
64x64 sprite size is very useful to simulate an extra BG when mode 7 is used for the real BG. It's also possible with 32x32, but takes 4 times more sprites (you need 8x7 sprites to fill the screen as opposed to 4x4). A
lot of games do this - I have not checked which ones uses 32x32 or 64x64, though. Also, most do that only for parts of the screen, intelligently.
No SPC700 or 64KB of audio ram, just have the 65816 handle audio...
Considering how much the 65c816 is criticized for not being fast enough, I cannot imagine how poor it'd be at rendering audio. The 16 MHz ARM on the GBA is already the bare minimum, and most games have audio engines of poor quality.
To be honest i think that a major part of the SNES is badly designed... really.
For instance it has some nice sound capabilities but severely limited by the small amount of dedicated memory... i can understand the quantity was driven by cost but then, why designing it in a way so we can't easily stream sound data to overcome that limited memory ?
Same thing for the graphics capabilities, a large part of video mode aren't really useful, the video chip is overcomplicated and most of its features useless.
Well, it saddens me to admit it, but you are partly right, especially about the SPC700, which would greatly benefit from extra memory. Nevertheless, it was probably supposed to be only 32k before the release of the console, so at least they expanded it to 64k.
The SPC/CPU design is fine, but they should have designed them in a way so that one CPU can interrupt the other (is doesn't really matter which), so that they could synchronize and stream data more easily.
If I were to "redesign the SNES" as Espozo suggest, I'd add NES backwards compatibility, and add accessible NES pAPU audio channels to SNES games, so it could sound similar to a GBA

Even if this means scarifying one or two sound channels for the SPC700.