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/vr/ - Retro Games


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File: 2.85 MB, 3019x1488, SNES-Mod1-Console-Set.png [View same] [iqdb] [saucenao] [google]
10720215 No.10720215 [Reply] [Original]

>Remove the B-address bus that was only used on the Satellaview and replace it with a 16-bit data bus, allowing it to run at 14.32MHz
>Spend the extra 5 dollars on the components so they don't try to kill themselves, this also has the side effect of including digital audio and component video out of the box as well
>Include the DSP chip (W and Z axis, bitmap support, wireframe support, real time clock, data compressing) with the system as PPU3
>Because of the CPU's data bus being 16-bit instead of 8-bit theres no bottle necks with the Super-FX chip' development and hence it can shop up at launch built in at 21.48Mhz, label as PPU4
>Remove the included second controller and RF-modulator in favor of more/faster ram (512KB main ram, 256KB video ram and 256KB audio ram, all 16 bit ram running at 25.05MHz)
>Use up the unused CPU pins on the CPU to increase the controller count to 4, and use the same controllers as the interannual NES, the 15 pin Famicom expansion port is also there but that shares pins with the 4 controller ports (plus Hal's Hyper Zone was going to use it)
>Don't bother with Sony and use Ricoh's sound chip as originally indented before Ricoh striped the chip down for Fujitsu (FM Towns) and Sega (Sega CD)
>Pair Ricoh's sound chip with a Yamaha YM2164 (modded to be self CPU dependent and to allow for a 2-operator mode to exist so a 16 FM channel mode can exist) for 16 (24) stereo sound channels
>Make sure backwards compatibility with the NES is there day one though a first party RGB capable NOAC chip
>No split in the cartridge's PCB
>Use Panasonic for the CD add on like what was later done for the GameCube, Wii & Wii U, including CAV CDs, laying the discs in the middle like a DVD, multilayer CDs to avoid multi disc games (up to 4 layers) and caddies that not only protect the discs but also to include a extra lock out chip, SRam and a save battery for the SRam to avoid using memory cards, no audio CD playback but games can use red book audio

>> No.10720228

>>10720215
One you forgot:
>release 2 years earlier so as to actually be in the midst of the 16-bit era and not the very tail end

>> No.10720232

>>10720228
I was getting near 2000 characters, that was my next paragraph.

>> No.10720243

>>10720215
That would put it in GBA territory right?

>> No.10720254

>>10720215
Use 68000. Otherwise it will remain a second rate 16-bit machine.

>> No.10720258

I don't have much input but I love threads like this. I'd definitely like one for Sega 33X. Market-wise I know it can't be saved but I recall reading that it has severe flaws that compromise the power it's supposed to have.

>> No.10720261

Holy fucking autism

>> No.10720308

Some additional points:
>Allow for sprite multiplexing
>Allow for sprites to choose from many sizes instead of 2
>Allow for all of VRAM to be used for sprite graphics
>Double DMA blit bandwidth
These changes would put the SNES on par with the Mega Drive and PC Engine in sprite capabilities, versus being at a giant disadvantage with sprites like it currently is.

>> No.10720326

>it's another anon LARPs as a hardware engineer thread

>> No.10720329

Fixing /vr/:
Kill OP

>> No.10720346

>>10720215
>Remove the B-address bus that was only used on the Satellaview and replace it with a 16-bit data bus, allowing it to run at 14.32MHz
That was Nintendo's fault for underutilizing the B-bus for extra memory or whatever. Yeah it should've just been a 16-bit bus.
>Include the DSP chip (W and Z axis, bitmap support, wireframe support, real time clock, data compressing) with the system as PPU3
Real time clock for what? W and Z axis would've been useless, before the implementation of 3D accelerator, software rendering, software defined coordinates, and reading from lookup tables was much faster. A bitmap renderer would be nice to have though, it would best be double buffered so the image would be like 29KB maximum with 16 colors since there's 64KB of VRAM to work with.
>Remove the included second controller and RF-modulator in favor of more/faster ram (512KB main ram, 256KB video ram and 256KB audio ram, all 16 bit ram running at 25.05MHz)
How much do you think those would've cost? A controller and RF modulator were chump change compared to those. What I think they should have done is replace the 64KB audio SRAM with a much cheaper 128KB DRAM chip. Now we'd have much better quality samples.
>Don't bother with Sony and use Ricoh's sound chip as originally indented before Ricoh striped the chip down for Fujitsu (FM Towns) and Sega (Sega CD)
What's the originally intended version like? The ricoh chip is capable of playing 10-bit sounds, that's beyond good enough for memory starved 4th gen systems.
>Pair Ricoh's sound chip with a Yamaha YM2164 (modded to be self CPU dependent and to allow for a 2-operator mode to exist so a 16 FM channel mode can exist)
That's going to add some sizeable additional assembly cost.
>Make sure backwards compatibility with the NES
Who needs that? NES consoles were cheaper than dirt back then, only the games were expensive. Just use a motorola 68000 chip and not bottleneck the system with that weak 8-bit shit.
>CD addon
forget it.

>> No.10720353

>>10720308
>Allow for sprites to choose from many sizes instead of 2
The bigger problem was you couldn't use two sprite sizes at the same time iirc.
>Allow for all of VRAM to be used for sprite graphics
That would mean no memory left for Mode 7.

>> No.10720367

>>10720353
>That would mean no memory left for Mode 7.
Get rid of it. It looks like garbage and requires too many compromises. The Mega Drive's better sprite animations and effects have aged spectacularly better than the pixel vomit flat "mode 7" effect.

>> No.10720371

>>10720215
>Remove the B-address bus that was only used on the Satellaview
Bus A is only connected to the CPU, WRAM, and cartridge slot. Bus B is what connects the CPU, WRAM, and cartridge slot to the PPU and audio chips.
>Put in 16-bit data bus
What good would this do when the SNES's CPU only has 8 data pins? Bus A is 24-bit, since it's connected to 24 address pins on the CPU, Bus B is 8-bit, since it connects to the 8 peripheral address pins on the CPU.

>> No.10720378

>>10720367
And, with a better CPU, the SNES should have been able to have done "mode 7" effects anyway, as the Mega Drive and Amiga shows. Putting it in hardware is redundant when you have a CPU that is actually worth a damn.
https://www.youtube.com/watch?v=hMz1T0uTzLI
https://www.youtube.com/watch?v=eCxu_dWOMW4
https://www.youtube.com/watch?v=YGLUZWkuZEI
https://www.youtube.com/watch?v=lhW3y62sFF0

>> No.10720392

These threads are pure garbage. OP should disappear.

>> No.10720395

>>10720367
Then there'd be no reason to buy the SNES over the Genesis.

>> No.10720397

>>10720395
It's not like that guy would buy any console, this putrid thread is just another rotten console warring thread.

>> No.10720423

>>10720329
>>10720392
>>10720397
Retro tech is fun and these threads are fun, seethe somewhere else.

>> No.10720427

>>10720215
Why would you want to save one of the top three beat consoles ever?

>> No.10720429

>>10720423
Nothing takes away the fact that this thread sucks like the Saturn and N64 ones. The death of OP is the real fix /vr/ needs.

>> No.10720436

>>10720395
With a much faster and more streamlined CPU, as OP suggested, that would be the reason. Hardware's "mode 7" would be made redundant by much more flexible software effects that would have been made to have been possible.

>> No.10720443

>>10720427
>top three beat consoles ever
LMAO
It's not even the top 3 16-bit consoles. You need far more than a dozen really good games to be the "best console ever".

>> No.10720452

>>10720436
Those RISC chips were hard to program for. Jarpigs sold the NES, and jarpig devs didn't have enough braincells to program for those chips.

>> No.10720468

>>10720215
- Give it an I7 CPU, and a 4090 GPU
- Add analog sticks, and L2-R2 buttons

- Release it in 1965, so it can be used as a computer on the Apollo program
- Defeat the Soviet Union in 1970
......
- Every SNES must be sold with a big titty goth GF
....
??????
- Profit !!!!
Lame

>> No.10720471

>>10720395
Cringe

>> No.10720798

>>10720215
>Spend the extra 5 dollars on the components so they don't try to kill themselves

the fault on SHVC SNES was a manufacturing issue with the chips, this would not have solved that problem

>> No.10720857

>>10720215
>Make sure backwards compatibility with the NES is there day one though a first party RGB capable NOAC chip
Not technically feasible yet in 1990 when the standard was 1.5 um chips.

>> No.10720874

it would have been good enough if they didn't limit sprite RAM to 16k or made it that you can access PPU registers/RAM during active render

>> No.10721058

>>10720378
>15 FPS unfinished techdemos
Ugh if only Nintendo released these instead of video games then they would have been perfect.

>> No.10721578

>>10720215
>Remove the B-address
good bye PPU and SPC700. this kills the SNES

>> No.10721621

>>10720215
I having nes compatibility would have been good to have easy acess to rgb, its almost all in there. But I can see the issue if compatibility is 95% how annoying it would be to get entitled customers whining on their phone why a game doesn't work. On the 7800 it kind of backfired by having so many chips and people just buying 2600 games.

>> No.10721634

>>10721058
>technical discussion about technical capabilities of systems
>"HURR BUT TECH DEMOS NOT GAMES"
This thread is a higher level of discussion than you are capable of. You do not belong here. Let the big boys talk about these details that certainly don't matter to you. Here is a thread more to you're speed >>10718118

>> No.10721639

>>10721634
The fact this post is unironic is amazing. Dunning-Kruger and autism is a powerful combination.

>> No.10721750

It seems OP got offended by getting his thread mocked. I think you should leave right now if this makes you cry. I recognize that posting style...

>> No.10721860
File: 65 KB, 640x648, ea0.jpg [View same] [iqdb] [saucenao] [google]
10721860

>>10721058
>>15 FPS unfinished techdemos
>Ugh if only Nintendo released these instead of video games then they would have been perfect.
This but unironically. Miss me with that bonk shit.

>> No.10721931
File: 225 KB, 1024x1024, 1707162983076595.jpg [View same] [iqdb] [saucenao] [google]
10721931

>>10720215
the ONLY criticisms i have about the SNES's hardware design are
1) there are no interrupt lines between the 5A22 and SPC700
2) WRAM access runs at "slow speed" at 8 master cycles (see anomie's memory map doc)

the only way to talk between the on-board processors is by polling, which is terribly inefficient. if WRAM had fast access (6 cycles/access), slow ROMs (8 cycles/access) could have copied their programs to WRAM to and executed from there to effectively have fast a fast ROM (with a limited amount of space, but at $free.99 compared to having to plunk down some extra bucks to buy faster ROM)

>> No.10721947

>anon repeats some garbage he doesn't understand that he heard from some youtuber who didn't understand it either
many such cases!