Very cool.<p>> Thus the full image can only be refreshed once every two frames, effectively limiting the maximum framerate to 30FPS - although the test scene runs at closer to 20FPS (primarily due to some bottlenecks with the logic on the SNES side at present).<p>Getting around this would make this even more interesting. Like most other console PPUs of it's day, due to bandwidth/etc the normal 'flow' is to have a background and a series of 'character' sprites preloaded into VRAM and then shuffled around (this is why in some 'busy' games you would see clipping or game elements disappear on early consoles; too many sprite objects for the PPU to keep track of.)<p>To that same end, I'd be curious to see what could be done like this on Genesis/Mega Drive hardware