Myself086 / Project-Nested

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What if akumadjou densitu or castlevania 3 could run on snes nested, #31

Open johneymute opened 2 years ago

johneymute commented 2 years ago

I could hardly imagine this to be possible since the vrc6 chip is an advanced 8bit chip,and since the snes cpu already has to mimmick the nes cpu trough relocationg those adress registers, i doubt that there will be any spare cycles left to also behave like a vrc6 chip, i am already amezed that the slow snes cpu could resamble both the nes cpu and mmc3 chip, am mean how can a slow 16bit cpu emulate 2 8bit chips without strungling at times and still have some spare cycles left? And for the enhanced audio from akumadjou densitu, all 3 soundchannels needs to be digitized (5 from the nes,3 from the vrc6 chip rounds up to up soundchannels wich is the max the snes can handle) but if it could run that will blow off my socks,

Even if the infirior castlevania 3 game could run on nested, i will be mind blown away because i readed that the mmc5 chip can do 8x8 to 16bit word multiplication wich makes me wonder is the mmc5 chip not a 16bit chip? If so then theres no way the snes cpu could emulate that, but if we could port castlevania 3 to the mmc3 chip(wich is in the works) then not only could it run on snes nested but also on many famiclones and emulators wich don’t support the mmc5 chip and it also can be bundled with multi game carts withmmc3 support,

and last but not least if a physical nes to snes cartride adaptor can be realised aka snes superdeck(unreleased) then the snes does not have to emulate those enhanced mappers except for mimmicking the famicom including digitised psg audio and converting dpcm to brr on the fly,while the vrc6 could just stream it’s audio as usual trough the ext sound pins, while banks of 4K,8K or 16K can be just padded to 32K and 8x16 sprites can be just padded to 16x16 sprites by adding transparrant sprites to them,so who ever knows what the future will hold to us😀

Myself086 commented 2 years ago

I haven't looked into vrc6 but mmc5 is on my radar and is listed as potentially compatible (red on the mapper sheet).

Sound channel limitation can be done by prioritizing certain channels.

8x16 sprites use 2x 8x8 sprites because 16x16 requires double the CHR data than original, but sprites on both NES and SNES have access to 512 CHR. NES can show 64 sprites on screen while SNES can show 128. So doubling the sprite count was a far better option.

johneymute commented 2 years ago

Hi, Oke thanks for mention that.

Myself086 commented 2 years ago

I can't see CID images and please keep this within the related issue.

Blue option, not blue screen option.