orange808 wrote:
Easier said than done. In many cases, getting a game to hit frame rate all the time would require a significant rewrite. Who has the time?
Well yeah that's the thing. But apparently Vitor Vilela has the time. Though I guess with the SA-1 being mostly based on the 65816, the Gradius III SA-1 hack might not actually require as much rewriting as I assumed. I guess as long as you are aware of what addresses a big block of code is accessing, you can probably offload it to the SA-1 without necessarily needing to understand everything it does...
orange808 wrote:
On the other hand, everyone was learning on the job with the SNES. Nintendo wasn't exactly friendly to third party devs back then. They didn't share what they knew. Even if they had, lots of people got started on their games right after they got development hardware.
It's not reasonable to expect devs to understand what was best. Everyone was learning by trial and error with a deadline. Don't forget the deadline. Not much time to experiment with programming. Nintendo needed software and early releases had a better market position.
You're right about potential improvements, but there are reasons why. Good reasons.
Oh yeah, I think you are right about all of this, and that was pretty much my point too. Commercial console games of the time were generally hastily put together, with a certain threshold for at which point the game is just "good enough". No reason to optimize beyond that, and if there's already a standard for games slowing down, you might as well design the game around the slowdown.
I think that's especially true for Gradius III (less so for SGNG) which becomes a lot more difficult without the slowdown, and of course the arcade game had it as well.
My point isn't that developers are
at fault for letting games slow down, just that it's a massive misunderstanding of how video game development for this kind of hardware works, to blame the CPU.
People are quick to look at the numbers and say hey the MegaDrive has twice the mhz, so it must be twice as fast, when that's not really the case at all, considering the SNES CPU can do most equivalent operations in half the number of cycles.
The bigger reason is probably as you implied, that the MegaDrive being based on well known off-the-shelf components made it quicker for devs to dive into it compared to a poorly documented Nintendo console. I'd also point at the 68k being much more basic to program, but a lot of these devs should already have experience with the 6502 architecture from the NES/Famicom.