View unanswered posts | View active topics It is currently Tue Sep 17, 2019 2:56 am



This topic is locked, you cannot edit posts or make further replies.  [ 28 posts ]  Go to page Previous  1, 2
The most CPU intensive SNES game / part / effect ever 
Author Message
Rookie

Joined: Wed Sep 08, 2004 12:05 pm
Posts: 28
Reply with quote
Post 
Here's something I frequently do in my SNES projects during development:
Latching the scanline counter once before entering the NMI/IRQ-waitloop and using that as the y-position of a sprite.
The more that sprite moves toward the bottom of the screen, the more time the CPU needed to calculate the last frame.
A no-brainer, really. Very quick way to estimate current effective cpu load and track down causes of slowdowns.
I've seen a couple of games use that in debug mode, too.

Also, if you're looking for CPU intensitive stuff on the SNES in the sense of most effective use of the available cpu cycles, have a look at the long forgotten tiny part of snes history that is demoscene/cracktros.


Sun Feb 08, 2009 8:55 pm
Profile
Regular
User avatar

Joined: Thu Jun 30, 2005 1:54 pm
Posts: 327
Location: USA
Reply with quote
Post 
On the NES, people often change the color tint bits, which affect all pixels drawn. You could do similar on the SNES by adjusting the overall brightness (set it to normal in NMI handler, then set to darker before entering wait loop).


Sun Feb 08, 2009 10:09 pm
Profile WWW
Veteran

Joined: Wed Aug 04, 2004 5:43 pm
Posts: 861
Location: Sloop
Reply with quote
Post 
Liberty or Death's transition effect before getting to the game map. Crunch!


Wed Feb 18, 2009 1:34 am
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 28 posts ]  Go to page Previous  1, 2

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software.