Yes, 68000 was said to be nice to work with. But also a deadend in the longrun A halfway house between the minis of the 70's and a real software/highlevel language centric architecture (sadly also not something that won out in the end). It was certainly not RISCy in any way.
The 6502 was RISCy in it's approach and spirit but not in the later formal definition of the term. It was a lean faster version of the already lean 6800. Of course not the way to do the programmer friendly CPU, but fast and cheap.
So to answer my question you did
not work with them right? I'm sorry but I don't agree with the common claim that 65xx was RISC-like at all. You can't even say it was a new approach to begin with given that it's a little more than a mildly stripped down 6800. 6800 even had the fast zero page, which is the biggest "RISC" like feature people attribute to 6502.
Maybe you think that this cutting down was what the "RISC spirit" was about but that's really not it - RISC was about making simple instructions that could execute quickly. 6502 was about making a small processor so they could sell it for very little. Totally different premise.
And yeah, 68k was a dead-end in the long run, like almost everything else. But it made through several serious generations, much better than you can say for 6502's descendants.
That was a desperate response to SNES released a few months before the Japanese launch. It was discontinued shortly after. Maybe because it was to expensive to produce?
It doesn't really matter why it was released nor why it failed, what I'm trying to demonstrate to you is that you could easily pair more than 8KB of SRAM with a 6502 derivative and still clock it as high.
But if you really care, the real reason why it failed is probably because it offered too little over PC-Engine; just the extra RAM and an extra BG layer/set of sprites. So if it was a reaction to SNES it didn't come close to the same graphical or audio levels. There were some claims going around that it failed because the CPU was too weak for the enhanced graphics, but I don't see how that could possibly hold for SuperGrafx and not SNES.
The Apple IIc Plus used the cache approach in 1988 running at 4Mhz with a 6502. It would take until 1990 or so before (expensive) accelerators would seriously best that. Trouble with using higher clocks is of course that the chips will have lower yields.
I thought the trouble with clocks was DRAM. You sure that in 1988 there was a yields problem hitting 4MHz for 6502s? I guess those > 7MHz Hu6280s were really screwed afterall huh?
I don't know if it took a long time before expensive accelerators beat a 4MHz 6502 in 1988, I just now how incredibly silly that sounds when native 16-bit computers were already beating that for a while...
The 6502 is long dead for anything but microcontrollers but the spirit is still very much alive in ARM processors, that was originally designed to replace the 6502 in Acorns computers.
There's that old ARM = 6502 in "spirit" nonsense. You really need to go program in both for a while. Maybe ARM's developers had fondness for 6502 and wanted something like this but the execution was nothing of the sort.
Where did I do that? I'm only arguing that overall their consoles were if not on edge then not as far from as suggested.
Now you're just giving me the run-around.
Shifty Geezer said: "Nintendo has a reputation based on prior designs of going with lower options" to which you said that has NEVER been the case apart from Wii.
I'm pretty sure that's saying that Nintendo has not once before Wii used a lower end option part than they should have. Now you're trying to tell me that it's only true if it applies to everything used in the console, or what?
GBC was cheap and cheerful and the priority was on being an update on GB and having BC. If the advantages of going ARM was so obvious at the time why didn't other handhelds at the time do it (Wonderswan and Neo Geo etc.)? Some of the same things can be said for GBA. I was disappointed with the GBA, but in hindsight I don't think they would have been able to succeed with a more expensive machine then. The market and the cost of the technology for quality 3D was not for high end handhelds yet.
Haha, "cheerful." Do you have any idea how biased you sound? You should be a Nintendo spokesperson. You really want to assume Nintendo made the best possible choice at every turn. Why can't you accept that they aren't perfect? I have no problem pointing out a variety of hardware mistakes all the other game companies made..
And I'm not sure where you picked this up but I really never said they should have used ARM in 1998. Regarding GBA I also didn't say anything about 3D acceleration - what I said is they should have used a faster CPU (even a 24MHz ARM7TDMI would have been a big improvement, preferably something where you can control the clocks to some extent, and they should have not certified much less MADE games that used busy loops, buhhh) and they should have used a better audio subsystem on all fronts. The graphics were generally OK.
I don't see the GP32 doing anywhere near the 3D that DS was able to do, plus no touchscreen and rechargeable battery to pay for.
You're doing it again. I said the CPU was a lot weaker (vs a handheld released years earlier). I didn't say anything about any other part of the system (okay, I said the analog audio quality sucks.. I can't believe they still used this awful ~10-bit PWM that aliases like crazy). I'm starting to think you don't think CPU matters if the rest of the system is nice.. Not to say that the rest of DS was terribly impressive... Very awkward design, that one.
And with regards to 3DS it's still a lot more affordable than Vita, which is currently borderline bombing.
So? That's for a whole ton of reasons. I'm pretty sure picking a pair of Cortex-A5s with NEON wouldn't have broken the bank vs a pair of ARM11s. It would have barely made a difference at all. But I suspect that Nintendo likes to have their hardware decisions finalized years earlier than other companies.