Sim City Optimized

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Myself086
Posts: 179
Joined: Sat Nov 10, 2018 2:49 pm

Re: Sim City Optimized

Post by Myself086 »

DrAcOFoto wrote: Fri Oct 17, 2025 9:18 pm
Myself086 wrote: Tue Jul 22, 2025 1:52 am Here's a first version. There's still room for improvement.
This is great, enjoying the speed bump. Excited for future updates. SuperNES mouse support someday? Are you planning to use FastROM later?
The first version I posted is buggy and no plan to support mouse. I already moved on from this project and never took the time to upload it to romhacking.net nor here. I may release a video explaining how I optimized this game and some weirdness I found along the way.

This is using FastROM already except for map display and a few other things outside of gameplay.
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tepples
Posts: 22993
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)

Re: Sim City Optimized

Post by tepples »

Now I'm wondering how viable it'd be to make a new port of SimCity to SNES based on GPL Micropolis.
Myself086
Posts: 179
Joined: Sat Nov 10, 2018 2:49 pm

Re: Sim City Optimized

Post by Myself086 »

tepples wrote: Sat Oct 18, 2025 2:05 pm Now I'm wondering how viable it'd be to make a new port of SimCity to SNES based on GPL Micropolis.
It would run at roughly the same speed as the released SNES version if we compare both ports on the slowest speed setting, speed tables are different on SNES to remove using modulo. One of the main issue with performance is accessing map data via a 2D array and its width is only 8 tiles short of a power of 2 while being looped linearly from the offset's perspective.

Thanks for the link, I couldn't find it during development.

There was something weird with flood and radioactive tile that I was curious about. In s_sim.c, MapScan is completely different from how it's done on SNES and an "else" was missing a BRA on SNES which could cause a flood to also act as a radioactive tile (rare). MapScan may have been edited directly in assembly from the compiled code or the compiler made a mistake.
DrAcOFoto
Posts: 3
Joined: Fri Oct 17, 2025 9:09 pm

Re: Sim City Optimized

Post by DrAcOFoto »

Myself086 wrote: Sat Oct 18, 2025 1:53 pm
DrAcOFoto wrote: Fri Oct 17, 2025 9:18 pm
Myself086 wrote: Tue Jul 22, 2025 1:52 am Here's a first version. There's still room for improvement.
This is great, enjoying the speed bump. Excited for future updates. SuperNES mouse support someday? Are you planning to use FastROM later?
The first version I posted is buggy and no plan to support mouse. I already moved on from this project and never took the time to upload it to romhacking.net nor here. I may release a video explaining how I optimized this game and some weirdness I found along the way.

This is using FastROM already except for map display and a few other things outside of gameplay.
Thanks for the update. Patch needs a headered ROM, in case someone else reads this and attempts to use it.

Loved Project Nested and this. Can you share what's your next SuperNES project?
Myself086
Posts: 179
Joined: Sat Nov 10, 2018 2:49 pm

Re: Sim City Optimized

Post by Myself086 »

DrAcOFoto wrote: Sun Oct 19, 2025 1:09 am Thanks. Loved Project Nested and this. Can you share what's your next SuperNES project?
I'm remaking my SNES assembler. I wanted to release it after Project Nested but it has too many issues. I also find myself unable to adapt to other assemblers due to lack of some features that mine has. I'm sure I can make an assembler good enough that it'll be used by someone else. I'm posting about questions and updates in the tool-development channel in discord. Feedback is welcome.