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Pr3tty F1y
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Reged: 07/18/05
Posts: 396
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Re: About space megaforce for snes
07/20/16 11:11 PM


> How were the programmers able to achieve no flicker or slowdown that plagued so many
> shooters on the snes?

Better programming. Look at Recca on the NES. The humble hardware of yesteryear can do amazing things when programmers truly understand the hardware and are creative.

I believe R.Belmont once stated something about early SNES games not being appropriately coded to take advantage of CPU wait states (I hope that I'm in at least the correct ballpark with that terminology) and essentially the CPU was just overtasked.

Basically, if Gradius III was coded later in the SNES' life span, much of the slowdown could have been mitigated by more efficient use of the system's resources.

Edited by Pr3tty F1y (07/20/16 11:12 PM)







Entire thread
Subject Posted by Posted on
* About space megaforce for snes DiodeDude 07/20/16 04:32 AM
. * Re: About space megaforce for snes Pr3tty F1y  07/20/16 11:11 PM
. * Re: About space megaforce for snes DiodeDude  07/20/16 11:57 PM
. * Re: About space megaforce for snes Pr3tty F1y  07/21/16 12:07 AM

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