The most CPU intensive SNES game / part / effect ever
The most CPU intensive SNES game / part / effect ever
I know,the vote will probably go to that bending effect from Chrono Trigger.
But is there anything more CPU intensive than this effect?
How about a game that eats even more CPU cycles or does the same workload all the time? A game that will give your shiny new Core2 CPU a good workout.
Is there anything that comes close to the CT effect?
But is there anything more CPU intensive than this effect?
How about a game that eats even more CPU cycles or does the same workload all the time? A game that will give your shiny new Core2 CPU a good workout.
Is there anything that comes close to the CT effect?
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Black Omen was a bit overrated, just needed some good offset-per-tile caching. I just use in-game Star Ocean / FEoEZ now. That adds extra real-time decompression and bank swapping. Plenty of add/sub effects going on there, too.
You also need to consider whether you want to stress hires / interlace. Blitting a 512x448 image is worse than a 256x224 one.
You also need to consider whether you want to stress hires / interlace. Blitting a 512x448 image is worse than a 256x224 one.
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The most extensive SNES CPU rape takes place in jikkyou oshaberi parodius, max difficulty setting.
And kirby's dream land 3 comes in at a close second, if you forget the various easier difficulty levels in JOP.
Nothing comes even close. Not even SPC7110 games.
And kirby's dream land 3 comes in at a close second, if you forget the various easier difficulty levels in JOP.
Nothing comes even close. Not even SPC7110 games.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Don't almost all SNES games keep the CPU busy all the time? Hint: even though it's not doing anything useful for the game, it's probably still constantly executing instructions. If you did that on a PC, it would show 100% CPU usage. WAI is about the only way to avoid sitting in a spin loop. It's the equivalent of a sleep call on a modern threaded OS.
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Yeah, it's more a test to see what taxes emulators the most.
Let's see, what would be good criterias?
- hi-res
- interlace
- overscan
- color math
- both windows
- HIRQs and VIRQs
- OffsetPerTile mode
- HDMA a.k.a. changing parameters every line
- large sprites, i.e. many tiles to trigger RangeTimeOver
- constantly writing into RAM areas, invalidating buffers
- accessing the APU ports, DSP registers etc.
- FastROM speed
- mosaic ?
- Mode7 with EXTBG ?
- OBJ interlace ?
Let's see, what would be good criterias?
- hi-res
- interlace
- overscan
- color math
- both windows
- HIRQs and VIRQs
- OffsetPerTile mode
- HDMA a.k.a. changing parameters every line
- large sprites, i.e. many tiles to trigger RangeTimeOver
- constantly writing into RAM areas, invalidating buffers
- accessing the APU ports, DSP registers etc.
- FastROM speed
- mosaic ?
- Mode7 with EXTBG ?
- OBJ interlace ?
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Would be nice if you could read posts that concern everyone without spamming with more of the same stuff we're already aware of.kick wrote:There is some kind of database error at the moment,so I can't edit any of my posts.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Does this game work at all with the latest version of bsnes?byuu wrote:I just use in-game FEoEZ now. That adds extra real-time decompression and bank swapping. Plenty of add/sub effects going on there, too.
It fails on the last (RTC) test.The problem remains after a poweroff,reset and restart of bsnes.
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Yeah. (pic)
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---------------------Internal ROM Info----------------------
File: Far East of Eden Zero (J).sfc
Name: HU TENGAI MAKYO ZERO Company: Hudson Soft
Header: None Bank: HiROM
Interleaved: None SRAM: 64 Kb
Type: SPC7110 + RTC + Batt ROM: 40 Mb
Country: Japan Video: NTSC
ROM Speed: 120ns (FastROM) Revision: 1.0
Checksum: Good 0xDE89 Game Code: AZRJ
---------------------------Hashes---------------------------
CRC32: 1E327BD9
MD5: 29998124A67DEDA111D5ACA8AAF5DCA5
RIPEMD: 4B4BFFEAC1B74E840F4E717BB19E6CC6475BEE43
SHA-1: 91FF16DA242D39736AEAD4D360BF6BF7C0AFCE82
SHA-256: 8620203DA71D32D017BB21F542864C1D90705B87EB67815D06B43F09120318AA
SHA-512: 9A9D7BD00C1D5B89D04A721D84D1938E103F09BAEB286BDD81762BD68EF6C4C0
B255C939350EE5A8474E14DD4B08AA6D44DFE1AADD05C765B88958F04F3EDEDC
Tiger: 7B8878874CE01F2A6945B163CEE43823955A980079FD17A1
Whirlpool: E441C19D24BB0E70411FFF1D0B42B35937170456206C2127AF91983C81BEAC60
E7A6F849427E962A09D9E22D55B30004D472A3960D73C91A339834ED35E51C87
--------------------------Database--------------------------
Name: Far East of Eden Zero
Country: Japan Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: RPG Genre 2: Unknown
---------------------Internal ROM Info----------------------
File: Far East of Eden Zero - Shounen Jump no Shou (J).sfc
Name: JUMP TENGAIMAKYO ZERO Company: Hudson Soft
Header: None Bank: HiROM
Interleaved: None SRAM: 64 Kb
Type: SPC7110 + RTC + Batt ROM: 40 Mb
Country: Japan Video: NTSC
ROM Speed: 120ns (FastROM) Revision: 1.0
Checksum: Good 0x2EE2 Game Code: AZQJ
---------------------------Hashes---------------------------
CRC32: BF8FEF7A
MD5: A7438CD69E608BD2B268DDC0ED05C2CD
RIPEMD: E283BF95078D166AD748E344ED9827B3374B45D9
SHA-1: 36E5099128088B95623FF77F8196FCECD3F26731
SHA-256: 69D06A3F3A4F3BA769541FE94E92B42142E423E9F0924EAB97865B2D826EC82D
SHA-512: 61129E6CC759C65BCA4208B7C433CF0550B7A6E949E09B2F3E4A08FD4445D308
BF663C2C19956BEA8348BF2991E538D5FC680D59BC828B8F67B4EC6A7CBEC019
Tiger: 8412D4B472EC69C9632A64EA87E375FF6DA9D15B147B17B5
Whirlpool: BF8EA37FCCD8209AA560836D4240FF69A6BBAE6751BBEAB851C36D551E7FBC0B
48492136A289C66A1109B4A733D062B1608AB260C22A5084CEE35BC205AE7FCE
--------------------------Database--------------------------
Name: Far East of Eden Zero - Shounen Jump no Shou
Country: Japan Revision: 1.0
Port 1: Gamepad Port 2: Gamepad
Genre 1: RPG Genre 2: Unknown
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... I thoughtkick wrote:Tried both FEoEZ and SO and they don't look very demanding,despite using special decompression routines and various color effects.
?kick wrote:Games with special chips (SA-1 and others) do not apply.
Hires.The most CPU-heavy part so far is the menu screen in Seiken Densetsu 3.Too heavy even for your Core2 Duo.
Try RPM racing or the couple other games that use hires+interlace.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
there is a difference between cpu intensive, perceived game speed, and game slowdown is there not?
aka, a game can be pushing the cpu 80% but be poorly implimented and have slowdown. A game can be pushing the cpu 100% and have no slowdown right.
alternatively two games can be running at 100% each with no slowdown, one is at a part of the game that is slow, the other is at one that is fast (e.g. a racing game) so the privious seems slower where in reality there is no difference.
aka, a game can be pushing the cpu 80% but be poorly implimented and have slowdown. A game can be pushing the cpu 100% and have no slowdown right.
alternatively two games can be running at 100% each with no slowdown, one is at a part of the game that is slow, the other is at one that is fast (e.g. a racing game) so the privious seems slower where in reality there is no difference.
[quote="byuu"]Seriously, what kind of asshole makes an old-school 2D emulator that requires a Core 2 to get full speed? [i]>:([/i] [/quote]
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As blargg said most games probably put 100% load on the SNES CPU, even if the only thing it's doing is waiting for the next frame in a tight loop. I think what we're measuring here is (or should be) CPU load in task manager (or some other (more accurate?) measuring tool.. I dunno what Linux uses). Since most PCs are different, of course, we can only compare games relative to eachother.
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Re: The most CPU intensive SNES game / part / effect ever
Weird. I just retested the CT intro on my newer box and the framerate doesn't drop during the distortion effect (65-69fps) but takes a major hit during the overworld future map. (drops to 45)
Guess it varies between processor.
Guess it varies between processor.
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Re: The most CPU intensive SNES game / part / effect ever
The distortion thing has been improved via caching like byuu mentioned. I didn't know about the 2300 AD map though, might try it later.Snark wrote:I just retested the CT intro on my newer box and the framerate doesn't drop during the distortion effect (65-69fps) but takes a major hit during the overworld future map. (drops to 45)