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PostPosted: Thu Sep 08, 2016 8:23 pm 
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Location: Nacogdoches, Texas
tepples wrote:
Advanced: Carefully time your block DMA to finish outside horizontal blanking. Wait for an H-count interrupt, and adjust the start time until it works without crashing on a 1/1/1 (the yellowest of the yellow).

Timed code after an interrupt? It seems like just regularly copying data would be faster at this point, although I don't have a clue how long HBlank actually is.

Does anyone know the prevalence of different SNES's? Mine is a 2/1/3. Kind of a silly idea, but if you're really pressed for CPU time, you could check to see what version the CPU is, and if it's 1, do the less conventional ways to ensure that the CPU doesn't freeze but that could potentially lead to slowdown, which isn't good, but obviously better. I really don't get the point of console reversions where something like this is purposely ironed out, because it's hard not to want to disregard the quirks older versions and I bet that companies want games to work on all systems. (I think I heard something about this with the original PlayStation.) I can't actually think of any games that only work on one system version though, not just including the SNES. (I'm not counting something like Gameboy games that only work on the Gameboy color, because the Gameboy color is advertised as being a different system.)


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PostPosted: Thu Sep 08, 2016 10:01 pm 
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I'm not sure if this is the right thread or not, but since this is a "beat'mup" thread I think it's okay.

I've been trying to investigate the reason why Street Fighter series have such thick letterboxing. I'm thinking that Street Fighter 2 might be uploading every 16x16 sprite pattern separately, since the frames use a lot of recycled parts.


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