My first experiment with the DSP-1.
Okay, the relation between the decreasing of the 1s timer and the coin counter might not be fully optimal - since my formula for it isn't -, but focus on the 10s counter.

Basically this is a simple multiplication - but the DSP-1 can do much more. It is used in pseudo-3D position calculation and angle calculation, too. Games such as Pilotwings make heavy use of these functions.

This type of multiplication is still better than $4202 and $4203 in two aspects:

- 1. The multiplicand and multiplier have four digits, of which the lower byte can be told to form some sort of fraction. The actual formula is :

A x B >> 15 = Result.

>> 15 instead of >> 16, probably, to get more accurate results. In this example I just LSR'd the result 1 time extra.

Either way, this concludes that the DSP-1 hands out

**much more accurate** results than $4216/$4217 do.

- 2. Absolutely NO NOPs are needed for multiplication. I repeat,

**NO NOPs!**.

The DSP-1 runs on 7.68 MHz (2-2.5 times as fast as the SNES CPU!) which means actions are done way faster. I wonder if SNES auto-halts for the DSP-1 to give a sign when it's done, or if NOPs are still needed in the case of actions that require a large amount of cycles, such as projector calculation.

Moral of the story: SNES Dev book2.pdf wins.

Now we're at the topic of pseudo-3D, why not show you my current Mode 7 level:

Edit: Also the stuff left of Mario is an island. Please don't look too much at it - it's terrifying. I'm gonna make new land tiles anyway.

--------> Don't follow "Find Roy's Dignity",

my hack. Because it's pretty outdated.

<--------