Quote:
you only need it to compute score mainly and some rare others stuff.
You compute score each times you need to do .
Of course you can do it in some frame, but it's the same, you need to keep each value to add in RAm and add all in a frame or more, it's definitely not good because you cannot know how many times you must update the score because it can vary a lot between each frame,it works in a plateformer but not in a shmup for exemple,and why doing this when you can add it in real time for 40 cycles .
For the score and hi-score computation on Z80 / 68k you spend a lot of cycles(even with LUTs),and delaying it too mush is also not good visualy speaking .
Quote:
it's never a problem
It's not a problem, it's only slow as hell on the 68k,you can add this with all things that are slower like branching,jumping, interrupts,8 bits processing (which represent a lot in 16 bits games ),communicate with 8 bits devices, etc ..
Damn, it's all that a game needed
Quote:
If you compare a 4 Mhz vs a 8 Mhz 68000 (i didn't saw it first)
You should do better search then, SA-1(10mhz) and superCPU(20mhz) for exemple, not a 65816 but the apple 2C+ use a 4mhz 65c02,atari lynx (6502 at 4mhz) and of course the hu6280 .
Quote:
I think to make them almost on part you need at least a 5 Mhz 65816 vs a 8 Mhz 68000.
And for the 1000 times, Nintendo could have done it at 5MHz if they had taken the way that Hudson did, easily,and without changing anythings .
They could have even removed the 8 bit bus for a 16 one like mitsubishi did .
Quote:
the 68000 would be faster in a lot of case
And what's your definition of "lot of case" ??
It's already not faster by a huge margin with a 2.6 mhz !!
For me a 2.6mhz 65816 is not faster than the MD's CPU, but not so far .
Ps: stef and speaking of misinformations on gamopat is really welcome from a guy like you .
You wrote a lot of false things(and you continue) and don't correct yourself even when some people said you that you're false .