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PostPosted: Fri Dec 02, 2016 11:52 am 
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Joined: Thu Aug 28, 2008 1:17 am
Posts: 586
tepples wrote:
I'm beginning to understand why some Game Boy games ran at 30 fps or slower

There were master system games that ventured into that 30fps territory too. Earlier titles.

A lot of z80 programmers tend to boast about the available regs to work with on the z80 compared to accumulate based processors (65x, 6809, etc). But I always found it to be the complete opposite. Data registers are kind of a moot point on the 65x simply because it has a lot of direct memory addressing modes (and fast mode; direct or zero page). A lot more operations actually have to go through the A reg on the z80, from another reg or from indirection (address regs). I always felt like a constraint of constantly juggling things - way more than what might be done with Acc on the 65x. And the having ZP as off processor address registers (address vectors) - feels soo free in comparison. Even the 68k felt a tiny bit cramped in this respect to the 65x (only 7 address regs; SP is the 8th address reg).

Of course, the context of 65x to me is not limited to the NES - so my view of optimization and use of quick LUTs for logic are probably expanded compared to the NES environment.

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PostPosted: Sun Dec 18, 2016 9:12 pm 
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Location: NE Indiana, USA (NTSC)
C64 vs. Speccy wars concluded that a full Z80 (with IX and IY) has 1/3 of the IPC of a 6502.


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