1/6/2023 0 Comments Play iso magic engineI also looked at the sound engine a number of years back. The rest of the 384k rom (it's a mirrored up bank so some dumps show as 512k) is music and graphics and map data, etc. #Play iso magic engine code#If I remember correctly, there's only 64kbyte (or is that 32kbyte, I forget) of total code space. I mean, not anymore so than any other RE project. I don't see why reverse-engineering BA would be that difficult. I did a Bonk demo for Genesis, but I never put out a public link for it (except on one of the threads in this 4th generation comparison. I did write a special custom Hsync handler for the author at one time to use with HuC, but he never ended up using it (the overhead on top of HuC was probably too much). It's also written in HuC small C compiler for PCE which is extremely slow in *any* array access and other such stuff (shifts, local variables, function stack variables, etc). Only then can you know if you can port it to another console.Īs for the Sonic demo that isn't mine. It needs to be figured out to such a level that you can identify the bottlenecks in the game. The point is that no one really knows if it's possible until BA is FULLY reverse engineered like the community did with the various Sonic games. #Play iso magic engine full#If BA is that way, the 68k could be much slower and still run it full speed. Even if it's slower, that doesn't mean all is lost - many games are well faster than need be, and spend a lot of time waiting on the vertical blank before starting on the next frame of the game. Certainly the programmer would have to convert the 6502 code into good clean efficient 68k. The 6502 is best at processing bytes, while the 68k concentrates on words and longs. It depends on how many byte operations there are. But there's no way you can emulate a 3 core PowerPC processor with even a 4 core i7. It makes total sense when you remember you don't really need to emulate the graphics card or sound card since it's all API calls that can be directly converted. It would be like trying to make a Xbox 360 emulator. Doesn't really matter if you replace all the hardware calls with native stuff, you still need to emulate a same spec CPU. You do realize that the TurboGrafx CPU is on par with the genesis one right? (Faster but processes less data)Įmulating it with the Genesis would result in excruciatingly slow performance.
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