Talk:Blast Processing

message: It seems like a lot of this information (namely, everything past the third paragraph) doesn't really relate to blast processing, as the original 3 paragraphs explain it quite adaquately.  Perhaps the rest of it should be merged to the SNES and Genesis articles? --Zorath 14:04, 27 June 2006 (UTC)
replies: text: I tend to agree with six.oh.six, in that it's not really POV.  It seems to describe its subject quite well, and while I admit that describing a marketing term intended to make one product appear better than another is sometimes difficult to describe neutrally, this article does a good job of it.  SchuminWeb (Talk) 05:54, 18 October 2006 (UTC)
thread_title:  Blast processing: Relevance/marketing? 

message: * I've removed the NPOV tag, as the article looks fairly neutral right now.  I would like for someone to clarify, however, if Blast Processing was real, or simply a marketing term.  Just wait for a consensus on the issue before editing. Zorath 16:00, 22 October 2006 (UTC)
thread_title: Consensus

message: I just re-watched the advertising video on YouTube, and the car nerd in me needs to make one correction.  The ad does not feature a Formula 1 car, but a Top Fuel Dragster.  It's really an inconsequential detail in the larger scope of the advertisement, but I am going to make the fix. —The preceding unsigned comment was added by Nmhansen (talk • contribs) 19:07, 27 December 2006 (UTC)
thread_title:  F1 Car? 

message: Remember that anything at the top not prefaced by two = signs goes above the table of contents box. I hope nobody minds that I've reordered things a bit; it seemed wrong to have a few comments stand out while the others were buried. --Edwin Herdman 23:39, 20 February 2007 (UTC)
thread_title:  Talk page fix 

message: The third paragraph of this article seems to be factually inaccurate with respect to the claims of what the SNES cannot do. While the Genesis can write its VRAM during the frame where the SNES cannot, are 16 bytes per line significant? I suspect these are used for updating the scrolling and palette data rather than the name tables. The SNES can also adjust palette data and scrolling per-line, only the sprite RAM and character/name tables are inaccessible.
The SNES does include a DMA unit (look at registers $420b and $43xx in snesmap.txt) (in fact, from the document mentioned above it looks like the SNES unit is actually more flexible than the Genesis version), and can double-buffer the next frame's sprite data and name tables in RAM as well as the Genesis. There is nothing requiring tracking "the current position of the electron gun" besides Super Scope aiming, and the tracking there is done in hardware with software needing only to act on the stored position.
Personally, I think the whole third paragraph should be deleted, or completely rewritten if someone can come up with a credible description of what "Blast Processing" might be besides a marketing term and a decision to create games with more frenetic scrolling.
Anomie 16:34, 23 April 2007 (UTC)
replies: text: I'd like to get some input from people who work on emulators; I imagine Steve Snake might be a good one to go to on the Genesis side of things. Finding somebody with good experience in both the SNES and Genesis would be difficult, but maybe doable. Of course, it's doubtful that we need to be trying to make theoretical comparisons of the two machines here, but I'd like to see it tried anyhow. Currently, I am leaning in your direction as the article just leans too much towards advocating some minor architectural detail as major. —The preceding unsigned comment was added by Edwin Herdman (talk • contribs) 07:57, 7 May 2007 (UTC)
replies: text: I'll keep this page in my watchlist in case a Genesis expert shows up. Anomie 13:24, 9 May 2007 (UTC)

text: The Genesis has a hardware frame buffer? How does that work, when I did a wuick look through some docs I didn't see any mention of it. Anomie 21:16, 26 July 2007 (UTC)
thread_title:  Dubious claims