Hacker News new | past | comments | ask | show | jobs | submit login

The S/NES allowed for some software drawing tricks (for which this article is a decent starting point http://www.racketboy.com/retro/super-nintendo-snes-games-tha...). But you're right, typically the CPU and whatever rendered stuff onto the screen worked cooperatively to render things.

On the NES, the PPU would render a bunch of scanlines, and then during the vertical blanking interval, would trigger an interrupt on the CPU telling it to make whatever changes it needs to the graphical memory through a particular port. However, the CPU is still running while the PPU is rendering things, so it's possible to modify the graphics memory during rendering to pull some interesting tricks.

On the SNES, you could do the same (but now faster, with more memory, with Mode 7, with variable size sprites iirc) but on top of that, you could use external coprocessors as part of the cartridge to extend the existing hardware, like the Super FX or Cx4 to name a couple. With these, you could draw actual realtime 3D graphics to the screen.

So in a sense, on the SNES, you could provide a chip that would have direct access to the renderer. It was just never directly controlled from code on the main processor.




Consider applying for YC's Spring batch! Applications are open till Feb 11.

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: