Recently I've been tinkering with Sega Saturn stuff. One thing I did was figure out how to scroll the RBG0 layer per scanline from an H-Blank interrupt for cool wavy effects (as you can see in the last video I posted)

It turns out there's a certain kind of nerd who gets real mad when I say I'm doing that lmao.

"NOOO you only have so many CPU cycles, interrupts have a cost, you should be using an NBG layer with linescroll table instead"

Bud I've seen Gameboy Color games do this in a cave with a box of scraps. This should be no problem at all for the Saturn.

@glairedaggers I know nothing about developing on a Saturn, but I wouldn't be surprised if the Saturn's multi-CPU architecture has some kind of ridiculous bottleneck going on with its interrupts

But also this is an RPG, what the hell would you be spending the free cycles on? :blob_cat_sip:

@elfi the main bottleneck I would need to worry about is with DMAs - if there's a DMA running any code that needs access to the memory bus will be delayed, including interrupt processing.

Given that I'm not really DMAing anything during the frame, this turns out to be a non-issue for me.

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@glairedaggers So it really isn't any specific issue, just a universal consideration! One I've caught myself thinking about when looking up Amiga tech docs a lot. Still sounds like you're well set though~

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