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/vr/ - Retro Games


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10711782 No.10711782 [Reply] [Original]

Cool, turns out "Blast Processing" was a lie made up by SOA marketing and referenced a glitchy hardware exploit that only worked on some Mega Drives and never actually used in a commercially released game and that the SNES slowdown meme was a DMA bug present only in the early hardware revisions of the console.

tl;dr can you believe people are still acting like early '90s marketing stunts were factual truth?

>> No.10711787
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10711787

>>10711782

>> No.10711793
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10711793

>>10711787
FPBP

>> No.10711794

but genedid what nindidn't
cope

>> No.10711804

>>10711787
SNES won

>> No.10711809

>>10711782
>SNES slowdown meme was a DMA bug present only in the early hardware revisions of the console
Correct, just ignore games like Super GnG, Gradius III, and Final Fight that slowdown to shit on every revision and even in emulators.
>>10711787
based

>> No.10711817

>>10711809
that's just poorly optimized code, many NES games have that issue as well

>> No.10711823

>>10711782
slowdown was more common in early SNES games because developers were trying to make games like they would for actually capable hardware. later on they learned to make action games that were slow-paced enough to not turn to molasses all the time

>> No.10711831

>>10711817
>that's just poorly optimized code
Still reflects poorly on the console, especially considering it's a problem that spanned across multiple games and different developers. Cope.

>> No.10711837

Why did they repeat the same stupid mistake from the NES where you can't fucking modify the PPU registers or video RAM outside blank?

>> No.10711841

>>10711823
So the SNES WAS slower. Game devs just learned to hide it better.

Either way who cares? Genesis was better for faster paced, more action oriented games. Snes was more of an rpg/adventure/colorful platformer machine.

>> No.10711860

Blast Processing refers to using DMA to transfer data into the VDP, which is faster than putting one chunk of data in at a time. Which was something the NES and SNES did as well. If they didn't, then games like SMB3 and SMW wouldn't have been possible without loading zones.

Early SNES titles had a lot of slowdown because the dev kits all used FastROM and expected the games would be using FastROM as well, but many devs opted to get SlowROM instead since it was cheaper at the time, back when RAM/ROM chips were pricy and every KB cost. Later on SlowROM was effectively retired for everything except games that really could get away with using the slower speed, like board game conversions. This is very obvious when using FastROM conversion hacks, and seeing just how much less laggy the games are with FastROM.

There is still zero excuses as for why Star Fox was allowed out the door running at 12FPS.

>> No.10711863
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10711863

>>10711782
What is this, zoomies first video game factoid?

>> No.10711868

>>10711863
it's what people who got tired of bringing up Doki Doki Panic post now

>> No.10711870

>>10711860
all the same the early run SNESes had a well-known DMA bug that could cause significant drop in frame rates

>> No.10711882

>>10711860
>Later on SlowROM was effectively retired for everything except games that really could get away with using the slower speed, like board game conversions.

Yoshi's Island was still SlowROM despite being a AAA title from 1995. kek.

>> No.10711901

>>10711882
Game had a battery save+expansion chip, they had to save 50 cents somewhere.

>> No.10711914

>>10711868
No way
Smb2 is a fun cheeky thing
Dragging up decades old flame wars is the internet version of Israel vs Palestine and is equally as dumb.

>> No.10711968 [DELETED] 

sneed

>> No.10712023

>>10711837
Because dual-ported RAM was expensive.

>> No.10712094

Using extra cartridge RAM and the six button controller eliminates the two tangible advantages SNES has over Mega Drive.

>> No.10712170

>>10711860
>There is still zero excuses as for why Star Fox was allowed out the door running at 12FPS.
You mean the excuse of it being fucking 1992 and no one even expected 3D on home systems of the time?

>> No.10712182

the MD wasn't "blessed" with 65 different Mahjong and horse racing sims

>> No.10712986

Someone's butthurt his lame shitposts are mocked. Fuck you Auster

>> No.10713089

>>10711787
That’s great

>> No.10713121

>>10711860
There's hardly anything going on in SF so nobody would complain.

>> No.10713328

>turns out
Like you just found out OP, and had to start another console war thread about it. FTFY

>> No.10713872

>>10711870
>all the same the early run SNESes had a well-known DMA bug that could cause significant drop in frame rates
Drop in frame rates? No, it caused the CPU to go haywire and crash out. It can be reliably triggered by doing DMA of $0899 bytes or more. On Rev 2 CPUs and higher, it just causes flickering, but no drop in speed.

>> No.10713892

>>10713872
>>10703330

You wonder if at least some of these CPU-A failures aren't actually CPU failures, it's just the thing crashing because of the DMA bug?

>> No.10713893

>>10711782
Why does my 1 chip 01 console have slowdown then?

>> No.10713957

Nintendo used SlowROM on most of their first party releases because they were cheap motherfuckers (Super Metroid is FastROM though).

>> No.10714029

>>10713957
rule no. 1 of mass production: always cut costs.

>> No.10714035

>>10711782

Salutations, OP.
The console war never ended!
NEVER SURRENDER!1

>> No.10714038

>>10713957
Super Metroid and Earthbound had smaller runs so FastROM was ok to use. SMW, Yoshi's Island, and LTTP had huge runs so saving a couple of cents was critical.

>> No.10714092

>>10713892
Nope, because the DMA bug can be cleared by resetting the CPU. But it's possible the CPU failures are whatever is flawed with the DMA implementation on the Rev A chips finally crapping out and losing all connection. The DMA bug sounds like a weak connection, given it only triggers when trying to push a large enough payload through, so it's entirely possible that connection finally gives out and causes the chips to go dead.

>> No.10714110

>>10711831
What is there to cope? The only people who care about console wars are degen autists.

Everyone else here plays games, not consoles. I don't give a fuck if the SNES has slowdown, I only care about the individual games. Instead of saying "SNES bad" I say "game bad". It's not like I have buyers remorse or any financial or even emotional attachment to a circuit board in a plastic case.

It's time to let go now anon. Leave it in the past. Just enjoy games and stop fighting something that literally nobody cares about but you. In other words, get a fucking life.

>> No.10714112

>>10714092
you wonder if Ricoh had problems figuring out QFP chips

>> No.10714146

>>10714112
>QFP
huh?

>> No.10714152

>>10714112
Dunno, until someone sits down and decaps a bunch of failed CPUs to see what sort of damage exists, we'll never know the exact cause.

>> No.10714154

>>10714146
Quad flat package

>> No.10714157

>>10714146
Quad Flat Package. I'm going to assume Ricoh were probably just starting to introduce this packaging method then as opposed to DIP chips and had issues getting it to work. Just a theory.

>> No.10714168

>>10711782
And? Nintendo also lied that CDs were too slow for video games.

>> No.10714173

>>10714092
IIRC Nintendo mentioned in the SNES programming manuals to avoid putting more than $889 bytes (2201 decimal) through the DMA however it was too late for some early games that did this before the problem had been established.

>> No.10714175

>>10714168
They arguably were, the drives Ninty were dealing with were all 1x speed and even the 2X speed drive in the PS1 had lengthy load delays. People seem to forget the speed increases were a thing of the late 90s and that drive speeds were slug tier for 15 years

>> No.10714196

>>10714175
Nintendo lacked the engineering talent to make a sensible console which could mitigate long load times. PS1 load times were frequently shorter than n64.

>> No.10714206

>>10713872
it sounds like a bus conflict that the CPU doesn't like and can eventually get damaged from. the SNES chips are CMOS and bus conflicts on CMOS chips cause the signal lines to go high (as opposed to NMOS where they go low) which can fuck shit up.

>> No.10714219

>>10714152
too bad anyone who knows the exact issue with the CPU-As was speaks Japanese so it's not like eg. Commodore where you had Bil Herd to tell us exactly what went wrong with the Plus/4 chips.

>> No.10714220

>>10714173
I can't think of a single game that actually triggers the glitch. If they did, they would be unplayable, and never would have gotten out of testing. The big issue is that newer games couldn't use the full DMA power since they had to make sure their games were compatible with the first revision CPUs.

>> No.10714261

>>10713892
the first revision SNES PPUs also shit themselves. not as often as the CPUs but it does happen. there was some general manufacturing fault (trouble with the QFP packages as anon suggested?) there but the CPUs were more affected.

>> No.10714337 [DELETED] 

>>10711782
The fact that tendies are still TO THIS DAY mindbroken over a marketing meme is hilarious to me.

>> No.10714832

>>10714337
I've seen tendie streamers still get pissed over "genesis does what nintendon't"