Search found 289 matches

by TOUKO
Fri May 25, 2018 9:37 am
Forum: General Stuff
Topic: Was ARM originally cheaper than 68000?
Replies: 82
Views: 18450

Re: Was ARM originally cheaper than 68000?

Of course code size in memory is still a problem, particularly instruction cache, L2 cache, and L3 cache. I agree, but code efficiency is more important than code density here,this is not a bottleneck because the huge main RAM is alway here if needed . This why modern CPUs are crisc and not cisc on...
by TOUKO
Fri May 25, 2018 9:08 am
Forum: General Stuff
Topic: Was ARM originally cheaper than 68000?
Replies: 82
Views: 18450

Re: Was ARM originally cheaper than 68000?

The 68000 would've had a head start with compilers. Yes like all modern CPU, but it's not fair to compare code density with an IA64 for exemple which memory size nowadays are not really a problem, but parallelising process or others modern things are,to summarise the code is less dense but more eff...
by TOUKO
Fri May 25, 2018 8:19 am
Forum: General Stuff
Topic: Was ARM originally cheaper than 68000?
Replies: 82
Views: 18450

Re: Was ARM originally cheaper than 68000?

Here's a neat paper I found when googling, inspired by this topic. In their measurements they found that CISC generally did tend towards rather denser code. Depending on the problem and the architectures in question, you're often looking at half as much. The problem is that this code density is det...
by TOUKO
Thu May 24, 2018 12:56 pm
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51461

Re: How well can Metal Slug backgrounds be recreated with ti

i agree it's really strange .
by TOUKO
Thu May 24, 2018 12:35 pm
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51461

Re: How well can Metal Slug backgrounds be recreated with ti

https://www.youtube.com/watch?v=p1HKwHr_zvc That was made with BEX and i think it's streaming some tiles as the scrolling goes... still that shows that we can somehow replicate it (that would require a huge ROM though) this Is not what psychopathic asked . I want to know how much you can replicate ...
by TOUKO
Mon May 21, 2018 4:15 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51461

Re: How well can Metal Slug backgrounds be recreated with ti

I do know that Metal Slug and it's sequels DO in fact occasionally recycle BG tiles (yes, I know they're actually sprites :roll: ), but not nearly as much as SNES and MD/Genesis games. I want to know how much you can replicate using half or less as many unique tiles. I think it's a difficult task w...
by TOUKO
Sat May 19, 2018 7:08 am
Forum: General Stuff
Topic: Commodore 64 and Amiga 500 video hardware characteristics?
Replies: 76
Views: 13487

Re: Commodore 64 and Amiga 500 video hardware characteristic

That doesn't have any of the features you were talking about. No scrolling, no palette animation/lighting... very convincing fake BG, but it doesn't go anywhere - it's basically just like Super Mario World. The boss isn't even that big. And didn't you say that nothing on SNES is like what you showe...
by TOUKO
Sat May 19, 2018 1:42 am
Forum: General Stuff
Topic: Commodore 64 and Amiga 500 video hardware characteristics?
Replies: 76
Views: 13487

Re: Commodore 64 and Amiga 500 video hardware characteristic

And? It's such a simple technique that it doesn't really alter the feasibility on SNES/MD. The giant scaling graphic is the only part that's remotely challenging. I agree,but it's not like for exemple with pugsy where the boss stage is a simple zoom with nothing . If you take this little effect alo...
by TOUKO
Fri May 18, 2018 2:33 am
Forum: General Stuff
Topic: Commodore 64 and Amiga 500 video hardware characteristics?
Replies: 76
Views: 13487

Re: Commodore 64 and Amiga 500 video hardware characteristic

Oh, really? I'm a bit partial to the metal tunes in this game. :P
Yeah it's a matter of taste :wink:,this is why for me only the level 7 is good .
by TOUKO
Fri May 18, 2018 12:01 am
Forum: General Stuff
Topic: Commodore 64 and Amiga 500 video hardware characteristics?
Replies: 76
Views: 13487

Re: Commodore 64 and Amiga 500 video hardware characteristic

The "lighting effect" looks like simple palette animation. Trivial on both SNES and MD. Of course, it's a simple palette change, but it's here (axelay did it too ) :wink: A 8 way scrolling on 2 layers with a near full screen zooming on snes ??,i think is barely doable,mode 7 is useless here and eve...
by TOUKO
Thu May 17, 2018 12:09 pm
Forum: General Stuff
Topic: Commodore 64 and Amiga 500 video hardware characteristics?
Replies: 76
Views: 13487

Re: Commodore 64 and Amiga 500 video hardware characteristic

I have no idea wtf is going on there gameplay wise, but you could accomplish the same thing in the Genesis and SNES (before mode 7) by having prerendered shrunken strips (or at least I think that's how it's done) like in Puggsy or the Lawnmower Man on Genesis. No really, nothing on snes or MD are c...
by TOUKO
Mon May 14, 2018 12:30 am
Forum: General Stuff
Topic: Commodore 64 and Amiga 500 video hardware characteristics?
Replies: 76
Views: 13487

Re: Commodore 64 and Amiga 500 video hardware characteristic

If you want some reliable technical infos on amiga hardware you have this :
http://amigadev.elowar.com/read/ADCD_2. ... e0000.html

Or this :
http://codetapper.com/amiga/sprite-tricks/

It explain how sprites trick are done on amiga in some games .
by TOUKO
Thu May 03, 2018 2:58 am
Forum: General Stuff
Topic: Was ARM originally cheaper than 68000?
Replies: 82
Views: 18450

Re: Was ARM originally cheaper than 68000?

RAM was very expensive so having more complex instructions that saved RAM was a huge bonus. I don't think it was for saving RAM, the 68k generated code is not know to be compact. In fact a main feature of the 68k was using slow RAM,but this was true at the start of his conception, and this argument...
by TOUKO
Tue Apr 24, 2018 12:18 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 111602

Re: Why no SNES homebrew scene?

everything else is either at the same level or inferior to the NES (e.g. no sprite flipping, no mid-screen vertical scroll changes).
I agree, and the stupid vscroll lock is a big mistake IMO .