kazblox wrote:
Comparison of IRQ line timings to the Japanese prototypes:
The early prototypes make it obvious that Mario is slightly intersecting the checkerboard pattern. Technically, he's always intersecting the first split line, but aesthetically, it may have been better to have the characters meet a black line first (as the sprites have black outlines). The white line is very much present in the prototype snapshots.
It was probably necessary to move the second part of the split a little lower due to DMC CPU read delays during DMC sound effects (the effects of the delays still show up in overscan-clipped areas). It would be interesting to know whether or not DMC sound effects were even used until later, considering the early test videos had no game play sound. The controller read / DMC DMA conflict bug only made things more complicated; however, we all know Super Mario Bros. 2 (U) used DMC in its 1988 release.
There were a number of bugs to work out, and some still present including occasional glitches during "water float" sequences while several actions are slowing down the game, so two extra black scanlines added considerable IRQ split leeway in the end. The top of the scoreboard split is one pixel lower in a level than it is on a world map.