Virtually all of the sprite-and-tile games of the era ran at 60 FPS. Is Wonder Boy III so complex that it only updates sprite and scroll positions every second VSYNC signal?
Virtually all of the sprite-and-tile games of the era ran at 60 FPS. Is Wonder Boy III so complex that it only updates sprite and scroll positions every second VSYNC signal?
The console hardware had to drive an actual 50/60Hz signal and you had to account for that - including doing some updates/color switches/bank switches in horizontal blank interval (when the cannon was returning to the left side to start a new line) and vertical blank interval (a longer one, when cannon was returning to the top to start displaying another interlaced field - "frame"). So you couldn't just behave like you have a 25/29.97 Hz refresh.
A lot of games did the refresh in lockstep with this frequency so there were actual issues porting them between regions.