tomaitheous wrote:
The CPU is a comfortable 7.16mhz based on Rockwell's 65C02 (has the additional instructions missing from the 65816) and Hudson throw in block transfer instructions similar to the '816.
It's worth noting that on TG16 7.16MHz is an optional high speed mode (normal is 3.58Mhz maybe?). Because of the higher-speed ROMs required. It seems NEC made memory chips, so they must have been unafraid.
SNES also is often quoted as 3.58Mhz, but I'm guessing most games ran at 2.68Mhz (btw the speed slows down even more when you access $4016/$4017 - causing a code timing nightmare for my RS232 cable, maybe this applies to some other regs).
I haven't done any TG16 development yet (I might try a port or 2 from NES sometime), but I have made a super cheap card PCB for it. I could supply those if ever needed. If you're handy with a PLCC extractor, it makes an OK dev card.
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SNES: I don't have a lot of experience here, but I can say the sPPU is the most convoluted/complex of all of the systems listed.
I definitely agree to that, from my experience of trying to initialize the damn thing before I referred to (er, ripped) other code. The SNES PPU is definitely designed to appeal to everyone who's worked with the NES PPU. HDMA is a lot of fun, it's like the automatic way of doing the all graphics tricks that you can do on the NES, without having to work your code around the timing.
Anyone who's well experienced with 6502 will love it, for sure. The SEP and REP instructions can be tedious at times, but it's easy to appreciate a 16-bit index register. But what could be better than a relocatable zero-page?
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The CPU has this really funky (read:complex) memory layout.
Seems like the 2 modes are either the NES-like "LoROM" ($8000-$FFFF) or a native mode, I don't remember having any trouble with either. Making my NSF player I started LoROM, and later moved to HiROM after I realized it would max out (and not run at high-speed maybe? I forget).
SNES was cool, but I was more than ready to get back to the simplicity of the NES. Where there's only 8 PPU registers, half of which you touch once and forget about it. NES is easy, plus with it being more limited you have a better chance of pushing the limits of what it can do. For the NES too, you'll find a lot more help around here.
BTW regarding NES PPU docs, the Nestech doc (ndox200.txt) is pretty good, it's concise and an easy read. Brad Taylor's 2C02 Reference is particularly awesome if you want to know exactly what's going on for every clock cycle.
http://nesdev.com/ndox200.zip
http://nesdev.com/2C02%20technical%20reference.TXT