R800 access speed of non-V9958 I/O ports is 10 cycles (@ 7.16 MHz) per operation. Much faster than Z80.
7 160 000 / 60 = 119333 cycles per frame
That makes it doable using ROM --> VRAM transfers, worst case 9216 bytes takes 92160 cycles, around 75% of a frame, per character.
>30 fps on the worst case (two huge sprites on screen). 920 kb of space on ROM, 1.8 Mb to store it on both directions. Almost half a MegaROM for just one character, the others are much smaller, and there is lots of optimizations available (parts of frames repeated), as pointed out before. Also, I'm converting a 128x144 directly, a grid of 8x9 sprites, some of them are entirely empty.
Of course would be a project for years, not months. And on end it would only run on a very specific and exotic configuration (Turbo R + V9990)
you can do a test from the same rom in the webMSX
it speeds up the z80 up to x6 (21.48Mhz), (alt+tab) although the r800 would be more of an x8 over the z80 at 3.58Mhz, the uploads are instantaneous.
In turbo r I would do ram to vram and not rom to vram as that would be slower.
In turbo r I would do ram to vram and not rom to vram as that would be slower.
That will raise the requirements to 4MB ram. Maybe 3 people in world have this hardware ????
Do all the gfx need to be present in ram?
If you haven't read it yet, you may find this thread interesting.
Do all the gfx need to be present in ram?
You are right, only the 2 current fighters need to be on RAM.
ok, i'm watching a comparison video between the genesis and snes versions, and your version has bigger sprites than the genesis version, haven't you thought about using a little smaller sprite size?
samurai shodown snes vs genesis
I want target such developemt in rom anyway. File based is much easier and you don't some flashable rom (which is quite often limited to 2MB)
I mean wouldn’t target