[HN Gopher] The Polygons of Another World: Super Nintendo ___________________________________________________________________ The Polygons of Another World: Super Nintendo Author : ingve Score : 235 points Date : 2020-01-19 09:34 UTC (13 hours ago) (HTM) web link (fabiensanglard.net) (TXT) w3m dump (fabiensanglard.net) | colejohnson66 wrote: | > The SNES's CPU name sounds esoteric but the Ricoh 5A22 is in | fact a 6502 on steroids. | | Correct me if I'm wrong, but isn't it more a 65C816 than a 6502? | Granted, the 65C816 was a better 6502, but IIRC, it's closer to | the former than the 6502. | wk_end wrote: | The 5A22 is a custom 65C816 core, yes - I think the author just | meant that the 65C816 itself is kind of like the familiar 6502 | on steroids. | grawprog wrote: | The 65C816 had full backwards compatibility with the 6502 and | starts in emulation mode after a reset making it essentially | identical to the 6502 until switched to native mode. Even in | native.mode it retains a lot of backwards compatibility with | the 6502. | | https://en.m.wikipedia.org/wiki/WDC_65C816 | PaulHoule wrote: | That is a nice chip. | | It has the same 24-bit address space as the early IBM 360 | mainframes, the 80286 and a handful of other systems. It's | much less cramped than the 16-bit environment of the 6502, | the PDP-11, etc. | | It's easy to underestimate the 6052 because other chips (the | 68k) series are better on paper. However, interrupt handling | is fast and DMA efficient so it is a good match to the family | computer role. | | Apple thought that the Apple ][ would be rapidly out of date | so it rushed ahead with the failed Apple ///, the Lisa, | Macintosh, etc. They did not realize the ][ was going to last | as long as it did, otherwise they would have prioritized the | Apple 2gs -- rather than the Mac which had two near-death | experiences before the company became the leader in mobile. | otikik wrote: | Wow I am impressed by this person. Thanks for sharing! | pp19dd wrote: | For the nostalgic, SEGA version emulation: | https://archive.org/details/sg_Another_World_1992_Delphine_V... | nealabq wrote: | This is a popular subject. Previous discussions: | https://hn.algolia.com/?q=polygons+another+world | 0xcde4c3db wrote: | Note that "The Polygons of Another World" is an ongoing series, | so some submissions are to the index of the series, while | others (like this one) are to the latest installment at the | time, which tends to change the focus of each discussion. | zozbot234 wrote: | You might want to read about the Genesis/MegaDrive version for | additional context | http://fabiensanglard.net/another_world_polygons_Genesis/ind... | The two systems are broadly similar, especially wrt. their | graphics support so the author seems to skip some things when | discussing the SNES. | [deleted] | ekianjo wrote: | Fabien, do you plan to write about the 3do version of the game? | It was a completely different port as far as I remember. | | EDIT. I suspect Burger also did the 3do port, by the way. | fabiensanglard wrote: | Yes she did. | | Unsure about the 3DO port, probably not. I am juggling pet | projects right now. If I ever look at an other version I would | go first for the GBA since the author sent me the source code | and it will be easier to look at. | | Maybe someone else will do the 3DO analysis? With an emulator | it is not hard to look at how it works. | plerpin wrote: | A wonderful tale of clever engineering under hard constraints. | s_Hogg wrote: | This is a great read, thanks for posting. Anyone know/care to | comment on what this kind of chicanery looks like in games being | made now? | hirako2000 wrote: | Back in the days games and ports were solo to tiny teams dev. | Now we have what dozens to hundreds of developers, the | chicanery is in management cohorts of people, politics and all. | Boring times in comparison. | zozbot234 wrote: | Only AAA games have dozens to hundreds of people involved, | independent dev (gaming or otherwise) is still quite similar | to what it was back in the day. | ekianjo wrote: | I did not realize there was such a gap in resolution between the | Amiga version and the SNES one. When you compare at the end of | the article it is almost light and day! | RetroSpark wrote: | "The DMA registers [...] run the full CPU 3.6Mhz speed. [...] I | put a 32 byte function that would draw a scanline of polygon data | in there." | | The SNES supports SlowROM and FastROM but, interestingly, its | internal memory is "SlowRAM". This seems like it would | significantly bottleneck the system's performance. I guess | "FastRAM" was just too expensive. | | _Another World_ uses SlowROM, so almost everything in the system | is slow. It 's a clever trick to use the DMA registers as a tiny | amount of "FastRAM" and run code from there. | | Something similar has been done on the Game Boy Advance - it's | faster to run code out of Video RAM than directly from ROM or | (the majority of) normal RAM. | Scuds wrote: | There's a FastROM conversion for the Super Ghouls and Ghosts. | The original was plagued with slowdown while the conversion | runs very well. This leads me to think that the game was | originally designed with fastROM in mind, but then they took | manufacturing cost into account. | | how much this actually was, I don't know. Burger Becky | mentioned begging her boss to use Fast ROM when interplay made | RPM Racing but was also denied. | | The trade offs of 1991! | | Edit: of course Nintendo wasn't as cost constrained. It was | never an even playing field for 3rd parties | bitexploder wrote: | Interesting to note it was one 32 byte function in those | registers netting a 10% speed increase. Reminds me of demo | scene tricks. That function was for sure hand written | assembly/machine code. It is something of a lost (and not | needed by most people) art these days. | fabiensanglard wrote: | Source for the GBA version? I was considering looking into that | one too. | speps wrote: | Re-reading the parent, I think he meant that in general not | OotW specifically. | byuu wrote: | What's annoying about that memory space is it's fragmented: | $4300-437f is the 128-byte region for DMA registers, but | $43xc-f aren't usable (well, $43xf mirrors $43xb for whatever | reason. $43xc-$43xe are open bus.) | | So basically every 12 bytes, you get 4 bytes that are no longer | usable before the next 12 bytes. | | I haven't actually looked at this game's code, but it's | certainly clever if the author found a way to avoid having to | perform unconditional jumps in there that would sacrifice most | of the gains in performance. | FatalLogic wrote: | An unconditional branch should be one of the fastest | instructions. Why would that sacrifice most of the gains in | performance? | | It should cost about the performance gain from two of the | effective instructions. | kragen wrote: | Holy shit, she had to copy code into the DMA control registers to | get it to blit fast enough. Which meant she had to fit the blit | routine into 32 bytes. That's fucking hard core. | xtracto wrote: | Loved this... I laughed at the section when the developer goes | all the way to scavenge an FX chip from starfox, solders it to | their game, and writes the appropriate code for it... just gor | the boss dismiss it in 5 seconds because of the cost. It is 2020 | and I have experienced the same time and time again. I a am sure | the developer got a thrill of the tech challenge at the time at | least. | robdachshund wrote: | Also funny when you realize the boss is Brian Fargo, the guy | who oversaw Wasteland and Fallout. | [deleted] | __rvnykk wrote: | I'd recommend anyone watch Becky's video1 on the development, | she had to basically redo it three times! Boss kept demanding | more with less hardware. She's active on twitter too, I'm sure | you'll see her discussing this article there too2 | | She also did the 3DO and Apple IIgs ports | | 1. https://www.youtube.com/watch?v=tiq0OL8rzso | | 2. https://twitter.com/burgerbecky | ginko wrote: | I'd love to see the Super FX version of that game. | growlist wrote: | I always loved this game on Amiga. Flashback too. | TazeTSchnitzel wrote: | > Hunga Hunga Ohana mascot, do you speak Japanese? I do! | | That's... not English she's speaking there. I think it was | something containing [Ri Ben Yu wowakarimasuka] but would have | to check the video again. | fabiensanglard wrote: | Yea, I used youtube transcript because I don't speak japanese. | Or english much either. If you find out what she meant plese | tell me and i will fix the article. | an_ko wrote: | I checked the video (https://youtu.be/tiq0OL8rzso?t=925 at | 15:25): She says "Ri Ben Yu woHua shimasuka?", pronounced | "Nihongo wo hanashimasuka?" meaning "Do you speak Japanese?", | which she also translates for the audience in English | immediately afterward. | | Edit: Typo. | fabiensanglard wrote: | Thanks for the explanation, I have updated the article and | credited you at the bottom as an_ko@news.ycombinator.com | kragen wrote: | That's hilarious! | beloch wrote: | I'd really appreciate a comparison of how the sound was done. | Although the SNES could not match the resolution of the Amiga, | for my money OoTW sounds a _lot_ better on the SNES. | throwaway2048 wrote: | From a hardware overview perspective, the Amiga's sound chip | was essentially 4 "dumb" 8 bit PCM channels, so audio effects | and synth stuff was fundamentally CPU driven, and I'm guessing | most of the CPU horsepower was going into the 3d rendering, | without much left over for sound. | | The SNES has a completely separate audio subsystem, with 8 | 16bit PCM channels, with its own CPU and RAM purely dedicated | to sound generation. | robdachshund wrote: | The SNES SPU is a sample based synth. You load samples in | externally and use a tracker to sequence the notes. | redwoolf wrote: | I wonder if this game will ever stop captivating those of us who | played it when it first came out. | marketingfool wrote: | Crazy how Nintendo was cutting edge innovation but has completely | fallen behind. | | I have a hard time considering themselves a video game company | over a marketing company since GameCube. | jstewartmobile wrote: | Atari 400/800, Amiga, SNES--the conductor/orchestra model of | system design is the best. ___________________________________________________________________ (page generated 2020-01-19 23:00 UTC)