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Burning Rangers does this too. I wonder if they render in software directly to the vdp2, or if they render with vdp1 and then copy the rendered frames to a vdp2 background (all the while still doing the normal vdp1 stuff). The first would be very demanding computationally, so they probably use the latter double-rendering trick. And copying the vdp1 rendered stuff over to a vdp2 background allows for transparencies to be applied on the rendered quads, this is how Burning Rangers does 3d transparencies iirc. It looks shit though, you can see that the transparent graphics are not in sync with everything else, and that they are rendered at half the resolution of everything else.
You can't reset cpus individually in SSF, but you can can enable a cpu register view mode in one of the ini files, and you can set the slave sh2 speed at the options. You can tell from that screenshot that the slave sh2 is active though, though it may even just handle something extremely trivial like in most games. |