Stef wrote:
Honestly i don't see real differences... if you were able to reproduce the exact movement, i'm sure the slowdowns would have been almost identical.
that's why im gonna try and write a benchmark utility
yep, both original, no clones.. Over on the overclocking underground forum, epicenter, the one who found the overclocking on the genesis, says that the SCN68000 used in the early Genesis are ineficient, and run 20% slower, thus why Sega changed it...
ok, i recorded the videos, and after i watched them, my Moto one DOES lag, but not as bad.. my signetics one looks like it just wants to die, lol
i'll pass this one off as a "who knows" kinda thing.. we'd need a way to run a benchmark on them (one that works via the Sega Loader, as I don't have an ...
I was wondering, how would I dare code a benchmark utility, to use on the Sega Loader (SCD)?
Or better yet, how do you even try and benchmark a Genesis' CPU? (all different cloned 68K's they have, you'd just want to know which is faster, especially after overclocking)
ok, i recorded the videos, and after i watched them, my Moto one DOES lag, but not as bad.. my signetics one looks like it just wants to die, lol
i'll pass this one off as a "who knows" kinda thing.. we'd need a way to run a benchmark on them (one that works via the Sega Loader, as I don't have an ...
It lags on Gens as it lags on Fusion. But i believe that also happen on real hardware (i'll test it). Actually the lags depend a lot from the place you are.
Edit : as expected lags also happen on real hardware (more than emulator in fact). I guess you tested in NTSC mode on emulator where you ...
UPDATE: Gens does it too, it lags with the leaves falling from jumping around the tree..
My way of testing this: Get the blue powerup, and it should flash 60 times a second.. Well, if the leaves are falling, and it lags, the flashing turns to 30 times a second.. But on my MC68000 based Genesis ...
while trying to develop something on the genesis, i noticed a trait, and want to verify it... I am going to use Sonic 2, the Aquatic Ruins level as a demonstration...
KEGA Fusion: At top of the level, jumping around the trees, causes the game to lag greatly.
It's basically a stream composed of three small video frames side-by-side played back at 15 frames per second. Most of the effects are low-impact -- palette or tile effects.
The concept of real-time music video editing was novel at the time but, yeah, the game sucked eggs. Oh well. thing is, i ...
im 20 years old, no job, not married, relearning MC68000 programming, and go to a tech school (for computer certs, of which I already have 4, going for a 5th tuesday)..