Search found 4 matches

by Retroplayer
Sat Jan 28, 2023 8:52 pm
Forum: Programming
Topic: Commander X16 ports of existing games and software
Replies: 53
Views: 25292

Re: Commander X16 ports of existing games and software

Good explanation. Based on your answer, I think the x16 will be fine for small games that doesn't use a lot of sprite frames. The problem is the 128k vram and the insufficient transfer of data during vblank. Games like final fight or streets of rage which feature plenty of large sprites on screen w...
by Retroplayer
Sat Jan 28, 2023 12:23 pm
Forum: Programming
Topic: Commander X16 ports of existing games and software
Replies: 53
Views: 25292

Re: Commander X16 ports of existing games and software

Well, it's easy enough to math out the best-case transfer rate: The fastest lda that's practical for large data transfers is 4 cycles, ditto the only real sta selection. So that's 8 cycles/byte at the fastest, not counting overhead from loops. You can sort of blit while the screen is active, except...
by Retroplayer
Sat Jan 28, 2023 2:16 am
Forum: Programming
Topic: Commander X16 ports of existing games and software
Replies: 53
Views: 25292

Re: Commander X16 ports of existing games and software

Some games like streets of rage might not be possible if the data transfer from 512k to vera isn't high enough because you have multiple sprites on the screen at once so it'd be hard to stream data. It looks like this data transfer speed is the bottle neck for the x16.
by Retroplayer
Sat Jan 28, 2023 1:56 am
Forum: Programming
Topic: Commander X16 ports of existing games and software
Replies: 53
Views: 25292

Re: Commander X16 ports of existing games and software

So some posters mentioned street fighter2 would be possible on the x16. Given these kind of games use many large sprites, the vram of 128k would be insufficient so you would have to transfer data from the 512k ram to the vera chip during gameplay. Has anyone measured the number of bytes per second t...