Espozo wrote:I'm not quite sure what they would have done; everything that could be considered a technical limitation (not much stuff onscreen, no complex AI) could also be considered part of the game's design.
That just proves the game was smartly designed around the technical limitations. Perhaps they'd have gone in a slightly different direction given quadruple the processing power plus a bunch of potentially useful bells and whistles. Like how Yoshi's Island made clever use of the Super FX, without being obviously a Super FX game.
MottZilla wrote:the fairly small number of games that used the SA-1
The SD2SNES incompatibility list has 26 SA-1 games on it. That's the same size as the DSP-n library, which isn't too bad considering the first one came out in 1995...
But what about comparing the SNES to the TurboGrafx 16/PCE which does share CPU design? And its CPU really does run at over 7mhz. And it came out prior to the SFC.
But it doesn't share the same CPU design. The HuC6280 is 8-bit. It's a slightly souped-up NES CPU.
All that demonstrates is that Nintendo wasn't absolutely locked to low clock speeds once they picked the architecture - they could have customized the CPU to get rid of the phi1/phi2 nonsense and doubled the clock, but they didn't. It does not mean the PC Engine CPU was twice as powerful.
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The sad fact that no existing game really exercises the SA-1 is unlikely to change in the near future, given how tough it is for a hobbyist to make a game that takes proper advantage of just the base console. Also, if I understand correctly, emulation of the SA-1 is not currently accurate enough to serve as a development environment for a game that pushes its limits; apparently a memory controller capable of giving two CPUs simultaneous access to multiple single-ported writable memories is hard to emulate for some reason...