Overclocking the Super Nintendo 139
Robert Ivy writes "The Super Nintendo is a tricky piece of hardware, but I have finally managed to overclock it up to 5.1 MHz. At this speed, the sprites scatter across the screen; this is likely a sync issue since the CPU is running so far out of spec. I plan on trying lower speeds soon and I will update the guide on UCM." Thank god we got that out of the way!
Re:An A for the effort (Score:5, Informative)
This is known to be useful on the Dreamcast, where it improves emulator performance.
Re:An A for the effort (Score:5, Informative)
Re:Secret of Mana (Score:3, Informative)
Re:Emulation (Score:4, Informative)
As far as accuracy goes, the C64 emulator Hoxs64 [btinternet.com] is pretty damn accurate, going so far as to emulate analog stuff in the disk drive. Wow.
What? (Score:3, Informative)
Anyway you can't update the sprite data on the SNES during h-blank reliably because the PPU pre-fetches sprite data. Also the sprite memory address selector is invalidated outside V-Blank so you can't write to the sprite memory anyway. You can only update sprites during V-blank.
Chances are it's not a syncronization issue but he just broke the processor by running it at that speed and is lucky the game runs at all.
Not even as useful as that (Score:2, Informative)
The sprite issue is probably being caused by somewhat broken DMA -- which isn't totally unexpected, insofar as it was difficult enough to pull off a proper video DMA transfer with a standard SNES, let alone something so wildly out-of-spec. Additionally, anyone attempting to change system timing can also expect slow work-RAM corruption over time.
In short, this won't even fix slow games. I'll just break things. It's a lot of effort for naught.