Re: Making a game console from parts like 6502,z80 etc possi
Posted: Wed Jan 18, 2017 10:04 pm
Has it ever been tested?
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Do you by any chance have sources for this? I've tried google but all I've found is you making that claim (Garth wrote:The 65816 outperforms the 68000 and 8086 in the Sieve of Eratosthenes benchmark.
The sources we're looking at claim that, at the same clock speed, the 68k does in fact outperform the 65816 at this particular task. The 65816 code is given, and while I'm not going to claim it's beyond reproach, it's not doing anything like you're describing; it was written to be fast ("the Sieve program...provides an opportunity to examine performance-oriented programming; since the name of the game is performance, any and all techniques are valid in coding an assembly-language version of a benchmark") by authorities on the CPU.psycopathicteen wrote:The only way a 68000 would be faster is if you're only using 32-bit instructions, only using 24-bit addressing, and emulating every 68000 instruction word for word.
From the info I have found it takes 44 cycles to enter an interrupt and 20 to exit on 68000, so 64 cycles just for that (more for Address Error and Bus Error exceptions as they put extra info on the stack), plus whatever time you spend on actually doing anything.I should have mentioned that the 65c02 has much better interrupt performance than the 68000. I've run up to about 140,000 interrupts per second on my 5MHz 65c02 workbench computer. (Obviously the ISR had to be pretty simple.) I have a 6502 interrupts primer at http://wilsonminesco.com/6502interrupts/ . That said, the 68000 does have an instruction set that's better suited for HLL compilers.
Which is largely balanced out by the 68000 accessing memory only once every four cycles.TmEE wrote:In case of SNES there's the limit of 8bit bus which will reduce all the offchip traffic speed.