is the snes powerfull enough for supaplex?

KleinesSinchen

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Don't know the game and am not a developer, so my opinion isn't well-founded. Just looked at a video for some seconds.

Graphically there are way more impressive titles on the SNES and the technical specifications of the Amiga 500 which ran the game according to Wikipedia aren't too impressive as well. It fit on a 720/800KB 3.5" floppy disk, so cartridge space surely isn't an issue.
It might run into the sprite limit of 128, but I think developers knew great ways of dealing with sprite limits (not all blocks are active at once in Supaplex).

The SNES hardware can be upgraded a lot by enhancement chips in cartridges, but from what the graphics look like this shouldn't be needed.
https://en.wikipedia.org/wiki/List_of_Super_NES_enhancement_chips#SA1 mentions the use of SA-1 for increasing the sprite limit.


My feeling tells me that it could be ported perfectly to SNES. But that doesn't answer the question if the given source code could just be compiled. As far as I know SNES was programmed in assembly back then.
 

JaapDaniels

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@KleinesSinchen yes, it was, it basicly is a modded microcrontroller, like all pre ps2 consoles were.
that being said, i can convert c (unoptimized, and far from perfect) to assembly, or better, go the other way, i've got an option like there is for arduino, just without the lib shop.
see: devkitsnes
still a beginner in coding so it's way out of reach for me, but that should help encode, and for the special chips, i mean to run it on my fxpak pro (aka sd2snes pro) wich can run special chip code of alsmost all special chips, hell it can run msu-1 special chip.
 

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