[demo] SNES Sonic

Discussion of hardware and software development for Super NES and Super Famicom.

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LucianoTheWindowsFan
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Re: [demo] SNES Sonic

Post by LucianoTheWindowsFan » Fri Mar 05, 2021 11:27 am

BTW the SNES can do blast processing via the SA-1 chip, which helped reduced slowdown in some games.
The SNES is my favorite console, not only because it is an upgrade to the NES, but because it had some quality games as well (e.g. EarthBound and Kirby's Dream Land 3).

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Nikku4211
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Re: [demo] SNES Sonic

Post by Nikku4211 » Fri Mar 05, 2021 2:09 pm

LucianoTheWindowsFan wrote:
Fri Mar 05, 2021 11:27 am
BTW the SNES can do blast processing via the SA-1 chip, which helped reduced slowdown in some games.
You can literally put anything on a SNES cartridge and, if it doesn't take too much power, it'll work.
A SNES programmmer with way too much time on their hands, probably wrote:hey ghuiz luuk@me i kann do blass procesing on muh snez cart w/ a cortex-a78 instaled
It'll be impressive to get said thingamajig to work in harmony with a SNES, but once you get it to work, it will work.

Poor enhancement chips don't get top billing...

Also nice bump m8.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

strat
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Re: [demo] SNES Sonic

Post by strat » Fri Mar 05, 2021 3:33 pm

LucianoTheWindowsFan wrote:
Fri Mar 05, 2021 11:27 am
BTW the SNES can do blast processing via the SA-1 chip, which helped reduced slowdown in some games.
Is offloading calculations onto a second cpu really "blast processing", though?

Pokun
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Re: [demo] SNES Sonic

Post by Pokun » Fri Mar 05, 2021 3:42 pm

A lot of things were called blast processing. The important thing is that it can blast process, not what blast processing is or if it's actually used in any games.

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Nikku4211
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Re: [demo] SNES Sonic

Post by Nikku4211 » Fri Mar 05, 2021 7:21 pm

Pokun wrote:
Fri Mar 05, 2021 3:42 pm
A lot of things were called blast processing. The important thing is that it can blast process, not what blast processing is or if it's actually used in any games.
Okay, then I'll say every console is blast processing when I use my very own personal definition of 'blast processing' that means 'exist'.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

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Gilbert
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Re: [demo] SNES Sonic

Post by Gilbert » Fri Mar 05, 2021 8:45 pm

While you can do great things with extra processors on the SFC, the moment you use a co-processor to just run Sonic you outright give up and admit that the SFC is inferior to the MD. :roll:

Pokun
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Re: [demo] SNES Sonic

Post by Pokun » Sat Mar 06, 2021 7:27 am

That's true. The use of co-processors may be considered part of the SNES' power, but one should at least limit it to the technology available and reasonable at the time of Sonic, which would eliminate the SA-1, Super FX and any modern stuff.

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tokumaru
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Re: [demo] SNES Sonic

Post by tokumaru » Sat Mar 06, 2021 8:58 am

If you need co-processors on the SNES to make Sonic work, Sega wins, period. The whole fun is making it work on stock hardware.

turboxray
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Re: [demo] SNES Sonic

Post by turboxray » Sat Mar 06, 2021 10:19 am

LucianoTheWindowsFan wrote:
Fri Mar 05, 2021 11:27 am
BTW the SNES can do blast processing via the SA-1 chip, which helped reduced slowdown in some games.
You mean Super Processing (TM), since this is the snes.

tepples
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Re: [demo] SNES Sonic

Post by tepples » Sat Mar 06, 2021 10:26 am

Nintendo used "Power Processing" in print comparison ads such as "Smashing the Myth About Speed and Power". "Power Processing" in the ad refers specifically to three things: HDMA affecting things other than BGxHOFS, background mode 7, and color math.

It appears Nintendo was choosing specific hardware features to put under the "Power Processing" umbrella to make the company appear more transparent than Sega, which failed to formally define "Blast Processing". If I had to pick anything to be "Blast Processing", it'd be the 68000's support for calculations with a 32-bit result (such as 32+32 add and 16x16 multiply) along with ability of decompression routines and tilemap update routines to perform mid-screen PIO writes to VRAM.

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Señor Ventura
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Re: [demo] SNES Sonic

Post by Señor Ventura » Sun Mar 07, 2021 4:09 am

tepples wrote:
Sat Mar 06, 2021 10:26 am
HDMA affecting things other than BGxHOFS
I’m in blank right now... What is this?.

stan423321
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Re: [demo] SNES Sonic

Post by stan423321 » Sun Mar 07, 2021 4:32 am

Well, it's H-blank DMA, except for the special case that Megan's VDP could handle by itself (individual pixel/tile row scrolling).

Maxwelthuthu
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Re: [demo] SNES Sonic

Post by Maxwelthuthu » Sun Mar 07, 2021 6:53 pm

SA-1, the lazy programmer best friend

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Nikku4211
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Re: [demo] SNES Sonic

Post by Nikku4211 » Sun Mar 07, 2021 7:19 pm

Maxwelthuthu wrote:
Sun Mar 07, 2021 6:53 pm
SA-1, the lazy programmer best friend
When you make it harder to manufacture cartridges of your game simply because you don't give a shit.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

calima
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Re: [demo] SNES Sonic

Post by calima » Mon Mar 08, 2021 12:41 am

Or it's an intentional screw-you to the repro makers profiting off others' work.

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