Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Aaendi

#1
Nintendo Chat / Alisha's Adventure
July 17, 2016, 02:18:36 AM
I'm programming a game called Alisha's Adventure.  It will be released sometime in 2018 for the Super Nintendo, maybe sooner if I can get some help.  I have videos on YouTube if you want to check it out.  It's about a cheer leader named Alisha who beats the crap out of robots and monsters and pirates and ninjas and zombies and aliens and wizards.  Everything explodes when you beat the crap out of them.
#2
Everytime I read an interview by programmers of 16-bit games, they always spew incorrect facts about the SNES, just to make the Sega Genesis look better than.  You can look up the hardware specs on superfamicom.org, you'll see that I'm not making this up.  Here are some of the myths that these programmers made up, that are still being spread around.

Myth: SNES doesn't have built in multiplication and division.
Truth: There are multiplication and division registers located in the $42xx range.

Myth: 65816 instructions take more cycles than 68000.
Truth: 68000 instructions typically take 3 or 4 times as many cycles as similar 65816 instructions.

Myth: The SNES has slower memory accesses the Genesis.
Truth: The 65816 accesses memory every cycle, while the 68000 only accesses memory every 4th cycle, meaning that the Genesis accesses memory at only 1.9Mhz.

Myth:  The 65816 can only access 64k "at one time."
Truth: The 65816 has long absolute addressing, long indexed addressing, indirect long addressing, indexed indirect long addressing.  It also has long jumps, and long returns.
#3
http://youtu.be/8Vh15UX-q40

No FX chip was used for this demo, just a simple 3.58Mhz 65816.
#4
- expand oam from 544 to 1024 bytes, to include flexible sprite sizes and a larger pool of pattern tables.
- add another bank of vram for rotating/scaling sprites.
- use packed pixel format instead of planar.
- add a 320x224 mode.
- fix the 5a22's bus timing so it can run faster on slower memory.
- use a better math coprocessor that can do 16bit signed multiply and division.

cost cutting changes:
- get rid of mosiac and window effects.
- remove highres modes and 8bpp modes.
- reduce the amount of wram to 64kb or 32kb.
- replace the spc700 with the cheaper Ricoh PCM chip.
#5
The SNES got a lot of bad rap for slowdown, and games like "Space Megaforce" and "Wild Guns" and "Biometal" proved that it was capable of handling a lot of sprites without slowdown, yet most companies still kept reusing slow routines until the end of the system's lifespan.

It was not like they didn't have enough time to "fine tune" their code, because when your code is that inefficient, you have loads upon loads of optimizations you can make without any negative consequences.