While the SMB1 uses sprite 0 hit of the coin sprite to split the screen under status bar, SMB2J needs external IRQ source.
* Various FDS ports - M2 counter
* Loopy's MMC3 port - A12 scanline counter
* Mario All Stars MMC5 hack - M2 counter
Why? Because FDS adapter has IRQ counter so the lazy programmers used it?
I thought SMB1 and SMB2J use the same engine, just with different levels/graphics
There appears to be one version without external IRQ hardware, but then the status bar is completely sticked to the background:
https://archive.org/details/youtube-M2-ovBQW978
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Bonus question: Why does the SMB1 2 players hack (VRC6) also need IRQ counter?
Why does SMB2J Lost Levels need IRQ counter?
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Re: Why does SMB2J Lost Levels need IRQ counter?
Every game that uses MMC3, and has a split screen uses an IRQ. Does it make you "lazy" to use the technology for its intended purpose?lazy programmers
No. It wastes CPU time polling the PPU to see if a Sprite zero has occurred. IRQ is better. They made a wise decision.
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Re: Why does SMB2J Lost Levels need IRQ counter?
The lazy thing would have been to not use the IRQ and keep the old code. 

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Re: Why does SMB2J Lost Levels need IRQ counter?
Using the IRQ would definitely be a lot cleaner and more resourceful.
No need to track or wait for a sprite 0 hit, no need to even waste the sprite in the top right corner.
I have to say, if you have the IRQ counter, use it.
No need to track or wait for a sprite 0 hit, no need to even waste the sprite in the top right corner.
I have to say, if you have the IRQ counter, use it.