zeroone wrote:
Also, I reviewed the Nintaco source and it is indeed emulating the glitch. But is there really any reason to do so? Do any games actually depend on this glitch being present?
I doubt it could be desirable for anything, but there's a pretty wide library of stuff, so it's hard to say for sure. I was about to make a smart-ass remark about games not caring if sprite DMA takes only 1 cycle to complete, but quickly realized that's wrong, but rare.. only Bigfoot and Garage Cart menu come to mind as doing a mid-frame DMA.
I wouldn't rule out a game relying on DPCM clock glitch for something, but as far as I can tell it's just a useless annoyance. Re-reading the controller though does take extra CPU time, and that certainly could affect something, if the game was that close to overflowing some kind of CPU time limit. Weird corner cases, stuff like that.
On a side note, I remember when I first heard about the DPCM clock glitch, Castlevania was one of the first games I wondered about. First because it's an early 3rd-party game using DPCM, and second because when you get hit, the game plays the HUP! sample and you lose control for a moment. While the sample is playing, the game doesn't care what button you're pressing (though I haven't tried pausing it then, maybe I'm wrong). I see 3 possibilities: 1) Konami knew exactly what they were doing, 2) the glitch affected the game design (wouldn't that be funny), or 3) they thought to use DPCM because they're ignoring the controller anyways. At any rate, I would be surprised if it did multiple reads of the controller.