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


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