Posted: Sun Aug 15, 2010 11:11 am
The better you make the Genesis the worst the Snes would look in comparison.
I have been coding for both the Sega Mega Drive and the SNES. From my experience I can tell you that coding on the Mega Drive is much much easier. Finding documentation about programming the hardware is also much easier for the MD than the SNES. The Mega Drive uses the 68000 processor, which is extremely popular and used in many machines, so you can borrow documentation on it from everywhere - Amiga, Atari ST, Sinclair QL, Apple Mac - all they used 68K processors and there is litterally thousand of documentations you can use for reference. On the other hand the 65816 in the SNES is much less popular and only used in the Apple IIGS which was neither popular, nor prettly well documented. Hopefully the 65816 have 6502 mode you can use, but coding in assembler is much harder with all the required switches to 8 and 16 bit. The 68000 does not have problem with 8 and 16 bit modes.Dwedit wrote:Regarding Project SNES and Project MD:
Isn't the Megadrive much easier to develop for than the SNES? You can even use GCC as your compiler.
To be fair, you pretty much have to do that on the MD as well - at least if you want to use the DAC, since there's no timer interrupt, and letting the the 68k just sit and poll the timer is usually out of the question.on the SNES you need to program the sound separately in another language.
Unless, of course, you load 8 sprite cels as a unit. An MMC3-style mode of operation loads a 2 KiB block containing 64 tiles (16 sprite cels of 16x16 pixels). The Game Boy Advance supports both Genesis-style mapping ("1D mode") and Super NES-style mapping ("2D mode"), and it has Genesis-style size per sprite, although with 64-pixel instead of 24-pixel dimensions.psycopathicteen wrote:The way 16x16, 32x32 and 64x64 sprites are decoded is annoying. On the Genesis a 16x16 sprite with a tile number of $00 would take up tiles {$00,$01,$02,$03} while on the Snes they take up tiles {$00,$01,$10,$11) requiring 2 dma loads instead of one. This is a shame because 16x16 sprites are more useful in games than 8x8 sprites.
They were thinking "engineer everything for NES back-compat", but once they realized that was unworkable, they couldn't go back and undo all the dain bramage they had put in to make the SNES PPU act like an NES PPU.Then how does the Snes scroll sprites off the side of the screen you ask? After the main part of the oam there is an extra 32 bytes with the 9th x bit and the size bit for every sprite is stored in an interweved pattern.
What the hell were these people thinking?
As does the GBA.MottZilla wrote: The PC-Engine supports 16 subpalettes for BG, and another 16 for sprites, giving that 512 total.
Unless your SMS broke. The back-compat in PS2, Xbox 360, Wii, and PS3 helped because laser mechanisms wear out.Afterall, if you own SMS games (back when the Genesis launched) then you already own a SMS console.
Coding a playback engine that just shift samples right and pipes them to the DAC is far less of a chore than coding a whole music player. Different games could have used different music players with the same sample player. Besides, Z80 was already popular in other circles, and Genesis sound programmers may have started out on the ColecoVision, Spectrum, or Master System, unlike SPC700 which was in the Super NES APU and pretty much nothing else.mic_ wrote:To be fair, you pretty much have to code in assembly for a separate 8-bit microprocessor] on the MD as well - at least if you want to use the DAC, since there's no timer interrupt
Even if it is documented, the documentation isn't in a form that compilers' code generators understand. Plenty of compilers for Pascal, C, and other compiled languages popular in the early 1990s generate reasonably efficient code for the 68K family; fewer do for 65816. Show me a 65816 back-end for GCC to match the 68000 one and I'll listen to you.psycopathicteen wrote:Nowadays the 65816 is very well documented
By well documented I did not meant only the instruction set. Instruction set is easy to find, but what about certain algorhytms, techniques, tricks to save processsor cycles, registers usage and memory?psycopathicteen wrote:Doesn't well documented mean you can go to www.google.com type in "65816 instruction set" and find it on the first page? Or is that called something else?
Which is exactly what Sega needed to do. It was foolish wasting resources on the 8bit era in your 16bit era system. Every last resource should have gone into making the best 16bit system they could. We can all agree that more colors available at once would have made it a much better system.psycopathicteen wrote:The better you make the Genesis the worst the Snes would look in comparison.
I highly doubt many people had SMS consoles break and need the MD for BC. Plus Nintendo didn't support any BC and I don't recall people throwing a fit over it. It's a nice feature to have I agree. But it was a bad business decision I think. I really doubt the benefit from having it was worth the cost not only in the cost to the existing MD, but the cost it had on the MD not being able to be something better. As I said before, more Colors like 4 * 16 sets for each of Scroll Plane A, B, and Sprites would have been excellent. Pair that with an improvement in the sound department and I really think Sega could have blown Nintendo away in the 16bit era, atleast in the US and Europe though maybe not Japan.Unless your SMS broke. The back-compat in PS2, Xbox 360, Wii, and PS3 helped because laser mechanisms wear out.
Actually, the NES, etc. have much sharper edges (thanks to the changing phase) in composite.TmEE wrote:I personally think the fixed phase setup that SMS and MD use looks far better than what Nintendo and everyone else used... I absolutely hate the fuzzy edges that NES...

And the PC Engine has more colors but only one tilemap, and 8KB of RAM, and an 8-bit CPU, besides the fact that nothing was known about the SNES (was it even in active development or just research phases?).MottZilla wrote:Which is exactly what Sega needed to do. It was foolish wasting resources on the 8bit era in your 16bit era system. Every last resource should have gone into making the best 16bit system they could. We can all agree that more colors available at once would have made it a much better system.psycopathicteen wrote:The better you make the Genesis the worst the Snes would look in comparison.
The SG-1000 Mark III (basically the original Japanese Master System) was backwards compatible with the Mark I and Mark II. I actually think Sega was just following the trend they had for that console line.MottZilla wrote:I highly doubt many people had SMS consoles break and need the MD for BC. Plus Nintendo didn't support any BC and I don't recall people throwing a fit over it. It's a nice feature to have I agree. But it was a bad business decision I think. I really doubt the benefit from having it was worth the cost not only in the cost to the existing MD, but the cost it had on the MD not being able to be something better. As I said before, more Colors like 4 * 16 sets for each of Scroll Plane A, B, and Sprites would have been excellent. Pair that with an improvement in the sound department and I really think Sega could have blown Nintendo away in the 16bit era, atleast in the US and Europe though maybe not Japan.Unless your SMS broke. The back-compat in PS2, Xbox 360, Wii, and PS3 helped because laser mechanisms wear out.
That theory I had made before is crap because it turns out S/H gives a color range that's definitely not 16 shades, besides they could have always made it an internal bit not used in CRAM =/ To be fair I think that the main reason that the LSB is unused is so each component belongs to a separate digit in hexadecimal (e.g. orange is $08E, with 0 = blue, 8 = green, E = red).TmEE wrote:I do think they should have dropped S/HL and give free use of the LSB of CRAM...
In 1987 the SFC was already in development, but the outside world certainly didn't have any solid technical details about it.Sik wrote:...besides the fact that nothing was known about the SNES (was it even in active development or just research phases?)..
I think that applies to Nintendo too, because of the Snes's near backwards compatable design.MottZilla wrote:Which is exactly what Sega needed to do. It was foolish wasting resources on the 8bit era in your 16bit era system. Every last resource should have gone into making the best 16bit system they could. We can all agree that more colors available at once would have made it a much better system.psycopathicteen wrote:The better you make the Genesis the worst the Snes would look in comparison.
I highly doubt many people had SMS consoles break and need the MD for BC. Plus Nintendo didn't support any BC and I don't recall people throwing a fit over it. It's a nice feature to have I agree. But it was a bad business decision I think. I really doubt the benefit from having it was worth the cost not only in the cost to the existing MD, but the cost it had on the MD not being able to be something better. As I said before, more Colors like 4 * 16 sets for each of Scroll Plane A, B, and Sprites would have been excellent. Pair that with an improvement in the sound department and I really think Sega could have blown Nintendo away in the 16bit era, atleast in the US and Europe though maybe not Japan.Unless your SMS broke. The back-compat in PS2, Xbox 360, Wii, and PS3 helped because laser mechanisms wear out.
Or developer compatibility. By using a similar scheme as the NES, all the NES developers would be able to pick up the SNES more quickly. Same for the graphical scheme, which is quite similar.Who knows, maybe Nintendo went with the 65816 rather than the 68000 because they had envisioned NES compatibility.