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Messages - Aaendi

#1
Nintendo Chat / Re: Alisha's Adventure
September 02, 2026, 18:32:03 PM
I forgot this website even existed.

Alisha's Adventure is available on itch.io now.

The reason I decided to bump up this thread is because Google AI misunderstood this last post in this thread, and I want to make sure it has the correct information.  It didn't take me a long time to fix the slowdown.  I just forgot this website existed.

A few other things I need to clear up is:
-DMA/vblank overflow doesn't cause slowdown, it just causes tearing at the top of the screen.
-When I said animated sprites, I meant the animations themselves took up DMA/vblank, not the actual sprites themselves.
#2
Do they really need to talk about the "slow CPU" in every single video?
#3
They ruined the video when they said this:

"Bebe's Kids runs slow because of the SNES's slow processor speed"

For the upteenth time, processor speed has nothing to do with how fast the sprites move.  Plus, Mhz speed means nothing when it comes to comparing CPUs of vastly different architectures.
#4
Nintendo Chat / Re: Alisha's Adventure
July 28, 2016, 05:40:30 AM
Oh boy, does it take a lot of clever programming to get around the VRAM and DMA speed limits.  I almost broke my game implementing automatic duplicate sprite checking, so I can have more animated sprites on-screen than I could fit in VRAM.  Now I need to fix the slowdown caused by my new animation routine.
#5
Retro News & Chat / Re: Let's Compare - Fatal Fury
July 18, 2016, 21:14:29 PM
The SNES port could've been a lot better.
#6
Nintendo Chat / Re: Alisha's Adventure
July 18, 2016, 02:45:43 AM
Quote from: zapiy on July 18, 2016, 00:12:31 AM
Awesome, what help do you need chap?
Just graphics and audio help to speed things along.  Although it's pretty hard to organize a team through the internet.
#7
Nintendo Chat / Re: Alisha's Adventure
July 17, 2016, 05:42:06 AM
https://www.youtube.com/watch?v=E83CEwYhE0E

Here's a more recent video.
#8
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.
#9
Quote from: "zapiy"I guess that's because it was harder to code for the SNES? As that what we're saying?

The point is that the programming community has a lot of trolls who deliberately give out false information.  They did back then, and they still do now.

For instance, when I'm trying to program a SNES game, and I use an efficient collision detection algorithm that works properly, everybody tries to convince me that I should use an inefficient routine instead, because it's a "premature optimization" and yada yada yada.  Oh, but it's perfectly fine to write optimized 68000 code according to them, but somehow 65816 optimizations are wrong to do.
#10
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.
#11
General Retro Chat / Re: SNES vs Sega Genesis/MegaDrive
September 29, 2014, 03:49:57 AM
QuoteI remember critics on this side of the pond absolutely destroying the Genesis title compared to the SNES, for the vitally important reasons of bigger player sprites, and more animation frames. And could Morris's wrist go limp with the whip? They claimed the Genesis title looked 8 bit.

As if the SNES game had more animation frames to begin with!
#12
My old account is psycopathicteen, if you want to see some really old demos.
#13
What video did I ever release a source code for?
#14
http://youtu.be/8Vh15UX-q40

No FX chip was used for this demo, just a simple 3.58Mhz 65816.
#15
Did Motorola even allow custom versions of the 68000, with DMA, controller input and interrupt timers, or would they need an extra I/O chip?