Then it should be easy to fix, no?MrPopo wrote:Essentially it makes the CPU spin in place for a bit, doing effectively nothing.
Mods delete this thread. I do not want to argue with people.
Re: Capcom and Konami were sabatoging SNES the entire time.
Re: Capcom and Konami were sabatoging SNES the entire time.
I'd need a lot more context as to when this code gets executed. As I mention earlier, it's a tiny fraction of a second that gets added. This piece of code would need to be all over the place to make a noticeable amount of slowdown.AppleQueso wrote:well why would they do that?
...did sega slip them some cash?
There are valid reasons for wanting to have your code wait. One is the propagation delay of digital signals. If you output something to the screen it will take longer than the time for your next instruction, and maybe you want to wait for that.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
Re: Capcom and Konami were sabatoging SNES the entire time.
That's assuming it's broken. It can also have a lot of unintended consequences. When you're down at the assembly level there are quirks to how a CPU is designed that can really screw with things depending on how you order your statements. You have to worry about things like the pipeline, for example.Ziggy587 wrote:Then it should be easy to fix, no?MrPopo wrote:Essentially it makes the CPU spin in place for a bit, doing effectively nothing.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
-
AppleQueso
Re: Capcom and Konami were sabatoging SNES the entire time.
In other words, yanking this piece of code out would probably give you results similar to what happens with many playstation games when you try to play them on ps2 with the fast loading option enabled? Shit may turn out okay, but it could end up totally crashing some games?
Re: Capcom and Konami were sabatoging SNES the entire time.
Ah, I see. Set a SNES cart on fire or saw it in half and I'll fix it. But show me the code of the game and I'll have no idea what I'm looking at.MrPopo wrote:I'd need a lot more context as to when this code gets executed. As I mention earlier, it's a tiny fraction of a second that gets added. This piece of code would need to be all over the place to make a noticeable amount of slowdown.AppleQueso wrote:well why would they do that?
...did sega slip them some cash?
There are valid reasons for wanting to have your code wait. One is the propagation delay of digital signals. If you output something to the screen it will take longer than the time for your next instruction, and maybe you want to wait for that.
Re: Capcom and Konami were sabatoging SNES the entire time.
Assembly's a really fun subject. You're really down in the nitty-gritty of the processor and there are some really neat tricks you can do to squeeze out performance if you know enough about the processor.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
-
gtmtnbiker
- Next-Gen
- Posts: 4320
- Joined: Fri Jan 09, 2009 1:14 pm
- Location: Massachusetts
Re: Capcom and Konami were sabatoging SNES the entire time.
If you want to try out assembly, a good place to start would be using a microprocessor simulator. In grad school, I did some embedded systems projects that we designed ourselves (hardware, software, etc). I would debug/test my code using a simulator since we didn't have any sort of remote debugging capabilities that might exist today.
Here's an example:
http://www.edsim51.com/
Here's an example:
http://www.edsim51.com/
Re: Capcom and Konami were sabatoging SNES the entire time.
Yes. I'm afraid that is the case.AppleQueso wrote:well why would they do that?
...did sega slip them some cash?
...and there are copies of this code all over the place.This piece of code would need to be all over the place to make a noticeable amount of slowdown.
-
Lokkenjawnz
- 128-bit
- Posts: 527
- Joined: Fri Apr 10, 2009 6:18 pm
- Location: Santa Cruz, CA
Re: Capcom and Konami were sabatoging SNES the entire time.
I'd say this is total BS. Like MrPoPo said, you need to add delay sometimes in programming to make sure everything syncs up properly. Not to mention that such a small delay would have to be repeated thousands of times to even get anywhere near perceptible. To think that this was done in some way to sabotage the SNES is a bit ridiculous to say the least.
My Want List!
Consoles: Sega Master System, NES Toploader, Genesis/32X, Sega CDX, SNES, 3DO FZ-1, Sega Saturn, Nintendo 64, Sega Dreamcast, Sony PS2, Nintendo Gamecube, Xbox Halo Edition, Wii, PS3
Handhelds: Atari Lynx, Sega Nomad, Neo Geo Pocket Color, GBC (Atomic Purple, Pokemon Edition), GBA (Pink OG, Silver SP, Spongebob SP+), DS (Phat, iXL), 3DS, PSP (1000, Go)
Consoles: Sega Master System, NES Toploader, Genesis/32X, Sega CDX, SNES, 3DO FZ-1, Sega Saturn, Nintendo 64, Sega Dreamcast, Sony PS2, Nintendo Gamecube, Xbox Halo Edition, Wii, PS3
Handhelds: Atari Lynx, Sega Nomad, Neo Geo Pocket Color, GBC (Atomic Purple, Pokemon Edition), GBA (Pink OG, Silver SP, Spongebob SP+), DS (Phat, iXL), 3DS, PSP (1000, Go)
-
gtmtnbiker
- Next-Gen
- Posts: 4320
- Joined: Fri Jan 09, 2009 1:14 pm
- Location: Massachusetts
Re: Capcom and Konami were sabatoging SNES the entire time.
We would need to understand the context that the code was used.Aaendi wrote:...and there are copies of this code all over the place.This piece of code would need to be all over the place to make a noticeable amount of slowdown.
As a software developer, I would never deliberately try to produce slow/bad code. That's just unheard of. Yes, you might produce code that is not as efficient and you might need to go back to improve it. Often times, you would run a tool such as Rational Quantify to profile code and see where it's spending its time. Otherwise, it can be like looking for a needle in a haystack. Who knows what kind of tools they had during the SNES development days.