> Or a "how can we have a machine that runs games from this generation and the previous generation?" The format resembles that of the Master System, which in turn resembles that of the TMS9918 series VDP in the TI-99/4A, CreatiVision, ColecoVision, and SG-1000.
In that case, dropping backward compatibility with the Famicom was probably the smartest thing Nintendo did. I never even met anyone who owned a Power Base Convertor. Only ever ran into one person that owned a Master System, and only had two games for it.
> At least the 68000 can reset the Z80 in a Genesis; the same can't be said for the 65816 and SPC700 in a Super NES.
That, and they didn't connect the IRQ signal. Heck, if they made the IRQ re-enable the IPLROM, then they could've used $fffe for the IRQ vector as well, and it'd essentially
be an SMP CPU reset. Although I'd prefer to have both a reset command and external IRQ events for SMP code.
But bar none, my most hated thing about the SMP was just the way it
pretended to not be a 6502 with those weird Intel-like mnemonics. "mov a,#$ff"? Who are you trying to kid, Sony?
> Well, yeah, they all run, but there are still little niggles:
Yeah, it's far from perfect.
The main problem is I can't just make blind changes to run your demos. The changes I make to the SNES core are almost entirely reserved to when I know for certain said change is correct. And like I said, there's no possible way for me to figure these things out from pure software, which is what I am limited to.
Look at my, er well ...
everyone's Game Boy cores. Every other week there's new information on how some behavior works. And every
god damned time I implement these new behaviors, they break a dozen commercial titles that worked previously. And then, without fail, more information comes out two weeks later to contradict the old information.
My entire GB core is a wrecked mess now that glitches even on standard titles. Nobody has a clue how interrupts actually work and get masked on that system. Ask four GB emudevs and get six different answers.
I know better than to just "get games working" on the SNES, but unfortunately I didn't follow my own rules on the Game Boy. I wanted to get a video player homebrew title running, and the grand irony is that now even that homebrew title doesn't run anymore.
> For what started out as a callout to friendly competition
Was the callout friendly, really? If so, the coders right now must feel like this :P
