10NES
fabiensanglard.net
fabiensanglard.net
Did you also adjust the resolution to account for the missing tiles on NTSC?
I doubt Terranigma had any optimisation, so would run just fine on an NTSC system.
[1] The width of the picture remained the same, just less height, so distortion.
But: Since the game originated in Japan, it was probably originally written for NTSC(-J) anyway, so my guess is that it makes use of neither the increased PAL resolution, nor the additional computation time.
On the later SNES and then N64 iterations, they did use a standard incrementing PC, but still with the inscrutable opcodes. It was so arcane I had to write a special disassembler to spit out all the register operations while reversing it.
On the final (N64) iteration, these CICs actually support coexistence with multiple slave devices on the bus. They really had it down by then.
The game was expensive ($140AUD!) slower than the arcade and the graphics were squashed by black bars.
It was surreal to play a recent arcade game on console though and my action replay cart let me emulate the many “rainbow edition” versions on the game i.e modded arcade PCBs.