Overclocking Your Sega Genesis/MegaDrive 372
Deven "Epicenter" Gallo writes "I've recently been working on a project to alleviate the slowdown inherent in older game systems. How you ask? By overclocking them! I've managed to perfect overclocking the Sega Genesis / MegaDrive. The processor (a Motorola 68000, running at a stock speed of 7.6 MHz) can be pushed to 16.0 MHz in my experience, and I am still working on higher. The machine doesn't overheat and is entirely stable at these higher speeds."
I already have a hard enough time... (Score:4, Funny)
Re:I already have a hard enough time... (Score:2, Funny)
Re:I already have a hard enough time... (Score:2, Funny)
Re:I already have a hard enough time... (Score:4, Interesting)
That may be justification alone for why the systems were underclocked at the factory. The clock in many games is based not on an actual clock but the speed of the processor... speed things up and you speed everything in the game up, and that's not very playable.
Unless somebody's found a way to get this thing to run Linux and other non-cartrige programs, this isn't going to be very useful.
Re:I already have a hard enough time... (Score:2, Interesting)
Err, you might be right about programmer's being relatively lazyish (/efficient) and relying on the processor speed for timing...but they could always easily slow down a game that was too fast, but not the opposite.
Actually...programers don't JUST
Re:I already have a hard enough time... (Score:4, Informative)
That being said, ive never done any console programming, so who knows :)
Re:I already have a hard enough time... (Score:5, Informative)
Re:I already have a hard enough time... (Score:2)
Re:I already have a hard enough time... (Score:4, Informative)
Re:I already have a hard enough time... (Score:3, Insightful)
Re:I already have a hard enough time... (Score:5, Informative)
You're right. Even on newer consoles, like the Xbox, a 1.4 ghz cpu and 128 mb ram [gamestron.com] upgrade tends to have problems in certain games. Most console games, unlike their PC counterparts, run proportional to the CPU clock for actual game speed.
In a PC, overclocking the CPU will usually increase frame rate in newer games. Consoles, with their unified architecture, begin to run into compatibility problems when you make certain components run faster, or will usually speed up gameplay proportionally to the clock speed increase.
Yes, the above applies to the PC-like xbox too, but not to every game. From what I've been told, running Halo co-op splitscreen on that 1.4ghz xbox runs as smooth as silk.
Re:I already have a hard enough time... (Score:2)
Anybody know what the status of this on the current consoles? I guess the XBox might be close enough to a PC to keep a clock, but I don't see why any of the other consoles would go out of their way to do that.
Re:I already have a hard enough time... (Score:2)
That being said, the XBOX, PS2, and GameCube will all allow you to set the system time in their OS.
Re:I already have a hard enough time... (Score:3, Informative)
What units this clock runs in varies from chip to chip, but most of the time, the OS that you're using provides you with a decent way of using it, in some sort of standard measure of time (vxWorks with the BSPs that I've used, for example, provides you with 60ths of a second, which is very convenient).
This is ve
Re:I already have a hard enough time... (Score:5, Interesting)
Re:I already have a hard enough time... (Score:5, Informative)
Re:I already have a hard enough time... (Score:3, Informative)
You can often "overclock" emulators too. Many have a setting somewhere that say something like "instructions per scanline" or "percent of instructrions to execute". Just increase that number and you have an instantly faster (emulated) processor.
Re:I already have a hard enough time... (Score:3, Informative)
The CPU speed is usually NOT used for game timing in cases like this (well, in older NES games it was, but usually not for the faster systems). The main source of timing in video games is the video refresh which, on game consoles, is always 60Hz. Increasing the clock speed simply allows the game to get more work done during each fram
Re:I already have a hard enough time... (Score:3, Interesting)
Remembering back to my demo coding days (on various Acorn/ARM systems) the reason the game doesn't scream along at some insane rate when the machine is clocked higher is because the update of the framebuffer is synchronised with the v-sync of the display, which on TVs / non multisync monitors was either 50Hz or 60Hz depending on where in the world you bought your equipment.
If the machine is clocked higher, the only difference is that more code can execute between v-syncs, so the game appears not to slow do
That does it... (Score:4, Funny)
Re:That does it... (Score:2, Interesting)
Re:That does it... (Score:3, Interesting)
This is about as interesting (Score:5, Funny)
Or, wait, maybe it was because the sun came out.
You know... (Score:5, Funny)
Personally, I prefer my sixty-nine bangs to take a little longer than that...
Re:This is about as interesting (Score:5, Interesting)
Ahh... the memories... back in middle school we used to glitch our solar powered calculators by doing 69! then covering the solar cells, which sometimes resulted in some pretty weird stuff (we could make TI-30's go into some kind of octal mode, also the calculator could sometimes go into some kind of trippy looped animation on the display, or it could change layouts to another TI model, like the TI-30STAT).
To bring things kind of back on topic, I once overclocked my TI-85. And some of the games did break, though the good ASM programmers didn't rely on the CPU speed, as it would slow down as the batteries wore out, even if you didn't overclock.
And this is good? (Score:2, Redundant)
Most of them... (Score:3, Informative)
When you're developing a game for a specific platform that will never change, why would developers use any sort of time-based algorithm to determine game speed? You'd end up with a smoother/prettier game if you merely used the limits of the hardware to control the speed of your game.
Especially back in those days where most of the games really DID push the limits of the hardware. Almost any game would slow down with too many sprites on the screen, etc.
I'd assume al
Re:Most of them... (Score:3, Informative)
Re:Most of them... (Score:2)
Re:And this is good? (Score:5, Interesting)
I've written my own Nintendo Emulator. Just modified it to execute 5000 CPU instructions per scanline instead of the typical 114. Fired up Super Mario Brothers, Contra, and a few other games and they all appear to work fine.
I suspect (and I would've thought otherwise before this test) that many games are sychronized with the v blank interval or interrupts. I haven't tested sound, however, since I haven't written that part of the emulator yet.
Re:And this is good? (Score:2)
Re:And this is good? (Score:3, Informative)
firstly, many of the games wait for an event (such as the vblank to occur), or sit in an infinite loop waiting for an NMI to process the next frames work.
Firstly, as you probably know, NES games tend to be very timming critical. Switch to a game that does any cycle counting to determine with things should happen (just about anything made by RaRE should do) and it'll be all fscked up
And as for the speed itsel
Re:And this is good? (Score:3, Interesting)
Hmmm.. (Score:5, Interesting)
Pushing a 7.6 --> 16MHz is over 100% more than the original! I have yet to see most people get anywhere near that on normal processors.
Re:Hmmm.. (Score:2)
Re:Hmmm.. (Score:3, Insightful)
You don't want to have to replace thousands of pricey (back then) consoles if chips prematurely fail.
Re:Hmmm.. (Score:5, Insightful)
Well you've got to remember that these things were made for several years. Just a guess, but I'm thinking by the time the last ones they sold were made, Motorola probably had long since quit making 7.6mghz chips, and were just shipping whatever their bottom of the line was at the moment and underclocking it.
Also, you have to remember even if that's not the case, there's a lot of variability in chips. Just because this guy got his to run at this speed reliably, doesn't mean they all would.
Re:Hmmm.. (Score:2, Interesting)
Re:Hmmm.. (Score:2, Insightful)
Yes, but for how long? Sega wanted their machines to run a few years tops. Overclocking your Genesis CPU and still having it running after a week barely proves that Sega has underpowered it.
Re:Hmmm.. (Score:5, Interesting)
Re:Hmmm.. (Score:2)
Re:Hmmm.. (Score:2)
Closest thing I've seen in normal procs are the old-fashioned Durons. They approached that mark.
I had mine, a 600 Mhz proc, running at 900 Mhz with no problems for a few years with a cheap heatsink/fan.
Clocked it down to 850 Mhz after I moved and it started failing (probably ventilation issues). Still survived until I got a free Thunderbird to replace it with.
Still, 3 years at 150% is a pretty good run for a normal proc, and it probably still runs.
The point is that high-overclock potential is
Re:Hmmm.. (Score:3, Funny)
I could easily care 50x an ants weight. you weakling.
Now what about other consoles? (Score:3, Funny)
Re:Now what about other consoles? (Score:4, Informative)
Check results first? (Score:5, Insightful)
Correct me if I'm wrong... (Score:4, Insightful)
Granted, it's nice for the coolness factor, but unlike PCs, newer and flashier games only come out for beefier platforms and can't be run on the old ones anyway, no matter how fast they're going.
Re:Correct me if I'm wrong... (Score:2)
God that sounds like my latest experiences with online FPSs: "LAG!!!! I totally hit you head on with the redeemer!"
Re:Correct me if I'm wrong... (Score:5, Interesting)
There isn't enough correction in the world. A lot of games get released for consoles with noticable periodic slowdown - the classic example is the Metal Slug series. Still happening today too, I notice the occasional wad of dropped frames playing my XBox or Gamecube.
Boy do I remember the slowdowns (Score:4, Interesting)
Wow (Score:2)
No... (Score:4, Informative)
I'd love to get an Atari ST emulator up and running Spectrum Holobyte's Falcon, overclocked. It would be cool to see it running at a smooth frame rate.
As I recall, by the end of life the Motorola 68000s were all made as 16MHz parts. The slower parts were simply not made or sold any more. Also, even when they were genuine 8MHz parts, they were pretty reliable with 50% overclocking; we did this sort of thing all the time in Atari STs before the 68020 and 68030 upgrades got popular.
There were limits to what you could gain though, since the 68000 had no on-chip caches of any kind and the system bus generally couldn't handle as much of a speedup. The better upgrades included a memory cache with the accelerated 68000 on a daughterboard that plugged into the original CPU socket, to allow the processor to run at full speed without disturbing the rest of the system. It was all a dicey job though; the tolerances in the rest of the system were pretty ragged. I remember having to desolder a bunch of 74LS series buffers and replace with 74HC or AS series or somesuch that worked at faster clock rates, more noise immunity, etc., adding tantalum capacitors everywhere, etc... Ah, the good old days.
What's the purpose? (Score:2)
Now... if you can overclock today's PC to twice the ghz with no special hardware... then you're talking.
sega genesis (Score:5, Informative)
here are the specs and some history [retrofaction.com]
Re:sega genesis (Score:5, Informative)
Comment removed (Score:5, Informative)
Re: (Score:2)
16mhz is fast! (Score:5, Funny)
FPS? (Score:4, Funny)
So now kids will start bragging about how many frames per second they get on Flashback, eh? That's just what we needed right there.
Re:FPS? (Score:2)
Re:FPS? (Score:4, Funny)
Re:FPS? (Score:2)
anyone want to place a bet.... (Score:3, Funny)
They knew it all along (Score:3, Funny)
Poor Server (Score:5, Funny)
An easier way... (Score:4, Funny)
How does it work with other genesis attachments? (Score:4, Interesting)
My guess is he hasn't tried it or it doesn't work, as he doesn't elaborate on it.
Re:How does it work with other genesis attachments (Score:2, Informative)
Sega slowdown... (Score:5, Informative)
Re:Sega slowdown... (Score:3, Funny)
3D Graphics on a TI-85 (Score:3, Interesting)
A few years ago I gave it to a friend who needed a TI but I'm pretty sure the Intel Inside Pentium MMX sticker is still on the back of it.
Ben
Great, it's in English... (Score:3, Informative)
I wonder if the author of the article at Epic Gaming read the Japanese article and got the idea from there?
Famous last words... (Score:5, Funny)
The machine doesn't overheat and is entirely stable...
The machine doesn't overheat
The machine doesn't
Re:Famous last words... (Score:3, Funny)
The goal was to overclock...if they fall off the bench and break in the process, they failed due to overclocking.
Reminds me of how in Japan, if you are injured in a car accident, and don't die within the first 12 hours, you are not counted as a traffic fatality.
Parachutist dies from the sudden impact with the ground, not because he jumped out of an airplane?
Man eats glass and dies....not because he ate glass, but because he sw
street fighter 2 SNES (Score:2, Interesting)
my favorite combo... but lags in SNES...
jumping fierce + close fierce uppercut + sonic boom + referse fierce + sonic boom.
ironically this was under SF2 TURBO
We can't let the Sega fanboys beat us. (Score:4, Funny)
I'm going to overclock my Super NES.
I'm not going to let those Sega fanboys get the upper hand on this. They already taunted us SNES owners about their "blast processing" in the early 90s.
Re:We can't let the Sega fanboys beat us. (Score:2, Informative)
Re:We can't let the Sega fanboys beat us. (Score:3, Insightful)
Ok, short version:
SNES - slow as hell processor, makes up for it with specialized GFX and Sound chips.
Genny - Faster processor, better memory usage, but fewer colors onscreen and no built-in scaling and rotation.
But really, if you aren't running NeoGeo, you're eating squirrel burgers. ;-)
Re:We can't let the Sega fanboys beat us. (Score:3, Funny)
Considering the price of the system, I'd say:
If you aren't running NeoGeo, you can afford to eat!
Any way to get homebrews on real hardware? (Score:5, Interesting)
Meanwhile, anyone in the Perth area that wants a Mega Drive to try this on, you can have one of mine if you'll convert a second for me.
Re:Any way to get homebrews on real hardware? (Score:2, Informative)
Re:Any way to get homebrews on real hardware? (Score:3, Interesting)
However, I don't know of any way to get ROMs onto a Genesis/Mega Drive -- is there one?
Cart copiers exist, but they tend to be either incredibly expensive, incredibly hard to get, or both because the companies that made them stopped selling them once new systems came out. The biggest market for copiers were asian countries with lax copyright laws and rampant piracy. Reportedly, a year or two after the PSX came out, it wasn't uncommon to see someone throwing their perfectly-working copier and stack of flo
What about the Z80?? (Score:3, Interesting)
Alternate suggestion. (Score:3, Informative)
Kind'a hard to see the difference (Score:3, Interesting)
Fixed speed difficult without external timebase (Score:3, Interesting)
Depending on the CPU speed for short self-contained routines which access hardware in a time-critical way is probably more common, and not bad practice, since the older consoles were kept compatible at the hardware level. Keeping hardware the same across board revisions allowed elimination of a cycle-consuming software abstraction layer.
Re:Fixed speed difficult without external timebase (Score:3, Informative)
Overheating (Score:3, Funny)
Stability is of course different problem. Overclocked Atari may work almost as badly as Windows XP.
that 'slow-down' was a feature (Score:3, Interesting)
Since I couldn't afford a game genie, it was a nice substitute at times.
68k - 68010? (Score:3, Insightful)
Or... (Score:3, Interesting)
I always thought the megadrive 68000 cpu was clocked at 12mhz anyway, it was the Amiga 500/600 series machines which used 7mhz 68000, and one cheap upgrade path was to pull the 12mhz cpu out of a megadrive
Re:hrm (Score:2, Informative)
Uh... The answer lies with Nintendo... (Score:4, Informative)
Why?
Well, as it turns out, Nintendo underpowered the SNES' processor BIG TIME. In the first releases only Nintendo was permitted to use cartridge-based 'assist' chips that assisted with animation of larger objects. This explains why Nintendo's games always looked so golden on SNES.
Later Nintendo licensed the chips for 3rd parties but really screwed them for it. This was back in the day when Nintendo made all the games themselves, chose which ones would see the light of day (yes, even 3rd party ones!), and charged an arm an a leg for those assist chips.
- Overclocking DOES NOT cause games to speed up! - (Score:3, Informative)
Re:- Overclocking DOES NOT cause games to speed up (Score:2)
Re:- Overclocking DOES NOT cause games to speed up (Score:5, Insightful)
I have nearly two decades of experience with the 680x0 CPUs in the Amiga systems. I remember being absolutely thrilled when Sega used the 68000 CPU in the Genesis. I hacked an original unit which had the 68-pin package with a 68010. Honestly, I do not remember the full results, but I recall I was still able to play the majority of my collection (two carts at the time, hahahaha.)
I also toyed with the idea to replace the 68000 with an MTec 68020 accelerator pulled from my Amiga 500. I never tried it, and I still am not so sure it would have worked anyway. If the AmigaOS was a little less hard-wired to the Amiga hardware architecture, given a little work, we might could have seen AmigaOS running on a Genny
Having gone from 68000 to 68040 in all its discernable steps (I still dream of a 68060/PPC accelerator for my A4000,) I have been able to bring all of my games with me. The only problem I have is with expected timing of the OCS chipset versus the AGA chipset. But there are a number of great hard drive installers which over come this, as well as system "degraders" which place the computer in a state almost identical to the original Amiga hardware.
In any case, I'm inspired by this article and look forward to dropping a 12MHz clock generator in my Sega II (provided its CPU will support it.)
(climbing up on soap box) It is also worth mentioning that us old-hat gamers take a lot of shit for being so nostalgic and blah blah blah, aching for an era long-past. I got news for those who cast stones, many of those games were FUN, and down-right phuqn great. I will not say that none of my collections are nostalgic -- I have a number of Atari 2600 carts which I never played then and do not play now other than for testing, simply because they are Atari. But the majority of the games I collect (Amiga, Atari, Sega, NES, TI, C64, and others) WERE fun, and are STILL FUN.
How many people are still playing a "dead" console because the games rocked and you cannot get them for "modern" consoles? PS1 is almost 10 years old, and yet it still has a large following. I bet in 10 years there will still be a large faction of people playing the original XBox because some of the titles will not be available on newer consoles, or just will not play the same. (I do wonder how game play of XBox 1 games will be on the XBox 2...)
Well, enough of that.
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WRONG, WRONG, WRONG, WRONG, ALL WRONG (Score:2, Interesting)
It'd also be nice to play around with in a C64-styled demo, banging on the VDP with the increased cycles available at the higher clock speed. I wonder what happens when you try to hit the VDP too fast. To compare, with a SCPU-equipped C64, the 65816 simply blocks until the 1MHz bus frees up, if i
Re:WRONG, WRONG, WRONG, WRONG, ALL WRONG (Score:2, Interesting)
There were always hacks for the Amiga that allowed you to alter the timing for things like graphics, or in most common cases, the playing of music modules (MODS).
The Motorola MC68000 was a comparitivly fast cpu amongst it's peers (IIRC the MAC LCII
Re:lol (Score:4, Insightful)
First off, this place is for discussion and it is generally a good idea to counter opinions with your own rather than trying to censure people. Let moderators decide what is and isn't appropriate. That's what the system is for.
Secondly, it appears as if you've created multiple accounts so you can make posts supporting yourself without it appearing as if you're doing (even though it's patently obvious). If this is not the case, I find it to be a remarkable coincidence that three new users with almost consecutive IDs, you (761169), laggerzero (761187) and Light Serif (761190) all commented in the same thread right after one another. Further, those comments were the only ones those users ever made. Quite a coincidence indeed.
Last but not least, and please take this as a constructive suggestion and not an insult: Take a deep breath and try to relax. You're working yourself into a lather unnecessarily and in the process, making yourself look a tad silly. Remember, this isn't a popularity contest. It's just Slashdot.
Nintendo did this... (Score:5, Informative)
I wonder if you're thinking of a special version of Ecco that ran on the 32X Genesis co-processor.