joska wrote:The key is of course that as soon as the CPU speed deviates even the slightest from the stock ST then 98% of all demos fails.
A faster CPU is only a problem for code which :
- use the CPU slowness for frame synchronization
- use exact CPU timings to do things inside a frame (open borders...)
The situation with a faster CPU can easily be checked with Steem: Options > Machine > ST CPU speed.
- Demos not doing overscan just work fine.
- Games/Demos doing overscan or sync scroll does not display correctly
Example: Enchanted Land
- Games not using frame VBL synchronization become unplayable because far too fast
Example: Prince of Persia
- Games using the CPU slowness for gameplay will become significantly faster
Examples: Bubble Bobble, Back to the golden age
- Games with proper frameskip keep the same speed and become smooth
Example: Saint Dragon
So the situation is not so bad.
For new software, if programmers care just a bit, they can easily take advantage of more CPU speed.