It's not far from the truth though. I remember reading an article interviewing the makers of Gunstar Heroes and there was a part where they said how the snes was just a nightmare to deal with, being more complex. Having more limited options on how much they can put on screen than on a Sega Genesis.
I still want to see if you can pull this of though.
The 65816 asm language is annoying to program, and the graphics chip is more complicated to use, but getting a lot of moving objects onscreen is nowhere near as difficult as the Sega-16 members think it is.
Moving a sprite is basically just adding the horizontal speed to the x position, and adding the vertical speed to the y position, every frame. Gravity is just adding a constant acceleration to the vertical speed. Yet, the Sega-16 members think that these kind of things take thousands of cycles to do.
Many people just don't understand that old consoles didn't have a raster buffer that most of computers had and have, so drawing a sprite is just a matter of putting few bytes into sprite list rather than manually transferring all graphics data from ROM to VRAM every time when a sprite needs to be drawn.
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I still want to see if you can pull this of though.
Moving a sprite is basically just adding the horizontal speed to the x position, and adding the vertical speed to the y position, every frame. Gravity is just adding a constant acceleration to the vertical speed. Yet, the Sega-16 members think that these kind of things take thousands of cycles to do.
1) Resized Sprites
2) The first software rotated sprite running on SNES stock hardware ever! (though I had to include a loading time in order to do so)