Manuel Bilderbeek wrote:
> > Hehe, not much ^^; Although the new hardware sprite renderer is okay for
> > playing Tetris :)
>
>But not good for anything else? It's not even default...
Well, the color limitation is a big problem. You can try it with any game
ofcourse :)
> > Sometimes I wonder
> > what he feels like after seeing GEM and remembering his words ;)
>
>Well, he says his words still stand, because it is so slow that he thinks
>it's still unplayable, since it's no fun anymore at this speed...
He never said it was a requirement to be fully playable! He said it was
impossible to even create a LIMITED emulator. Well GEM is really only
limited in speed, and not by that much. Early PC emulators were way slower.
I remember playing VGB v0.6 on a 486DX40 and it was slow as hell! What a
hypocrit asshole!!
> > However, there was NO noticable speed-up! :(
>
>Maybe all the RST jumps take too much time?
Nah. I only use the technique on runs of 3 or more instructions. The
overhead of entering in and out is really very small.
It's just near to impossible to scan the actual game-engine. I know Tetris
is nothing but a few large jumptables. And even by scanning every address
in those tables (I have tetris' source code so it's easy ^_^) there was no
improvement. Actually kind of weird... :/
> > MSX, with its limited memory.
>
>What's limited? 128kB? 512kB? 4MB?
64kB address space is very limiting in some situations. Although
memory-mapping has advantages, and GEM makes heavy use of those, there are
also a lot of advantages to linear memory.
Ideally, you should be able to access memory in both ways. :)
Greets,
Patriek
--
For info, see http://www.stack.nl/~wynke/MSX/listinfo.html