Tatsujin's right on the money with Strider for AC - what a huge let down. I have a friend who's dying to play it, but I won't let him as I don't want him to experience such a tragedy
Ah yes, I remember now. It was the extra video chip. It had to be controlled by the regular old CPU which did not see any increase in speed, thus giving it a heavier workload than the PC Engine normally had to deal with. It didn't have it's own graphic controller or anything of the like. A faster CPU would have probably solved that, but a graphics GPU may have been cheaper.... not sure.
Not quite
It's funny really, when you read all the rumors of the SGX. I've written some demos/test code and SGX lib for HuC compiler. I don't want to type another 10 paragraphs so I'll try to make this short( it's getting late here).
Basically- saying the SGX CPU is under powered by the additional VDC(GPU) is like saying the Genesis CPU is also under powered by the additional BG scroll/layer and larger sprite buffer(80). It takes all of 30 cycles to update the background position of the second VDC - out of a possible 120,000 every 1/60 of a second(frame). Taxing? Hardly.
The SGX has an addition Video Display Controller with it's own 64k or vram and it's own set of sprites(64) just like the original VDC. So the SGX has 4 planes/layers - BG2, BG1, Sprite 2, Sprite 1. You can set priorities to rearrange the order(on the fly with Hsync interrupts too). And either VDC does not require the CPU to maintain display. There's also this neat(limited) little transparency effect you can do too - ala Jack Chan but cooler.
The SGX has a total of 128k of vram which is twice that of MD and SNES, so it wouldn't require as much dynamic updating (e.x. Sonic). And even though the SGX divides the 128k into two seperate 64k chucks, updating isn't really a problem because you can write to either display(vram) pretty much at any time.
The other parts of the SGX include 24k more ram for a total of 32k system ram (more important for hu-cards) and a Video Priority Controller(VPC) which handles priorities between overlaping sprites and backgrounds of the two VDCs as well as clipping options and turning on/off the second VDC output.
Two interesting things about the SGX is the VCE - another 16bit processer that handles the color, palette, resolution, and composite/RGB output. The SGX version has an 'A' revision that nobody seems to know what the changes are as well as the CPU having an 'A' revision. Probably nothing much, but I figured I'd mention it.
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