Search found 18 matches

by lazygecko
Thu Mar 21, 2019 11:22 am
Forum: SNESdev
Topic: Historical SPC700 development and Nintendo policy
Replies: 6
Views: 6127

Historical SPC700 development and Nintendo policy

This is something I've been wondering about ever since hearing about it in maybe 1 or 2 translated Japanese interviews (getting info on what audio work on the SNES was like seems incredibly sparse compared to the wealth of anecdotes available for other systems) and was hoping people here could maybe...
by lazygecko
Sat Dec 23, 2017 5:54 am
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16063

Re: Mockup Genesis ports

Only recolored the floor and tables so far It's looking a lot better than the original. Good work! Do you plan to make a ROM patch? Nah. The art isn't 1:1 in size compared with the official port and there are more unique tiles in use for the scene so I don't think it could be shoved in the constrai...
by lazygecko
Tue Dec 19, 2017 1:46 pm
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16063

Re: Mockup Genesis ports

So, right now I'm in the middle of working on the CPS Punisher game. There was already a Genesis port of this by Sculptured Software (same studio that ported Mortal Kombat 3), but visually it leaves a lot to be desired (the spritework in particular is pretty bad with some poorly downscaled enemies t...
by lazygecko
Mon Dec 18, 2017 9:33 am
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16063

Re: Mockup Genesis ports

Shonumi basically echoes my reasoning for the design. I don't consider myself an actual sprite artist in the first place and worked with the 32-bit sprite as a reference as noted. I tried just color reducing the original sprite at first but the decrease in fidelity just looked too obvious and though...
by lazygecko
Sat Dec 16, 2017 2:59 pm
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16063

Re: Mockup Genesis ports

Might as well throw in a Wheel Gator .vgm cover too for good measure. It's short (less than 30 seconds) and didn't take long to finish.
by lazygecko
Sat Dec 16, 2017 8:41 am
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16063

Re: Mockup Genesis ports

Why not just change the color per scanline like the SNES game? You can even see that the gradient doesn't scroll with the background layer. Does the system efficiently support that though? I don't have coding experience, and to my knowledge the smooth gradient layers seen in some SNES games is due ...
by lazygecko
Sat Dec 16, 2017 7:06 am
Forum: General Stuff
Topic: DF Retro - Donkey Kong Country + Killer Instinct
Replies: 2
Views: 1526

DF Retro - Donkey Kong Country + Killer Instinct

https://www.youtube.com/watch?v=GQ7qtqqgTlo

DF Retro is finally back, this time with an in depth look at the more technical side of developing these two Rare games, featuring interviews with the developers themselves.

(does this forum even support embedding videos?)
by lazygecko
Sat Dec 16, 2017 6:04 am
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16063

Mockup Genesis ports

So this is pretty much the same idea as the NES mockup ports thread , but for Genesis/Mega Drive. I've found it very interesting in that it is a 16 bit system, but there are still some rather stringent color and palette limitations in place forcing you to really think about your actions to get the m...
by lazygecko
Sat Dec 16, 2017 3:44 am
Forum: General Stuff
Topic: Best uses of the SNES's 64KB of audio ram
Replies: 81
Views: 18044

Re: Best uses of the SNES's 64KB of audio ram

Can someone care to explain how the audio in the SNES Lost Vikings port works? Apparently it bypasses the SPC's memory bank entirely. Isn't that very taxing on resources?
by lazygecko
Fri Dec 15, 2017 9:29 am
Forum: Other Retro Dev
Topic: So I was bored this afternoon...
Replies: 14
Views: 10676

Re: So I was bored this afternoon...

Could be Deflemask allows you to do things the hw won't allow? You mention cheating, maybe it was that? (No, I don't understand what 4-op and 2-op mean) I doubt. "Cheating" means abusing the chips to create 5th chords with a single channel, and I'm pretty sure the hardware allows that. The principl...
by lazygecko
Tue Dec 12, 2017 4:23 pm
Forum: General Stuff
Topic: Best uses of the SNES's 64KB of audio ram
Replies: 81
Views: 18044

Re: Best uses of the SNES's 64KB of audio ram

over half the soundtracks had really tiny, terribly looped samples with poor attack parts so that each new note causes a noticable "hiccup". I think the "hiccups" you're talking about is more of a side effect from the DC resets, which is unavoidable regardless of attack values. The best you can do ...
by lazygecko
Mon Dec 11, 2017 1:40 am
Forum: General Stuff
Topic: Best uses of the SNES's 64KB of audio ram
Replies: 81
Views: 18044

Re: Best uses of the SNES's 64KB of audio ram

The saddest part about the GBA is that even though you have the flexibility to push resources for better audio, in the end regardless it's going to be bottlenecked by the piss poor final output mixing. I wish there was an emulator that could rectify that somehow. It's unbelievable how much better th...
by lazygecko
Sat Dec 09, 2017 6:34 pm
Forum: General Stuff
Topic: Best uses of the SNES's 64KB of audio ram
Replies: 81
Views: 18044

Re: Best uses of the SNES's 64KB of audio ram

Isn't the Neo Geo built to push sprites and only sprites? Even the backgrounds are sprites. Makes it hard to just directly compare.
by lazygecko
Sat Dec 09, 2017 12:43 pm
Forum: General Stuff
Topic: Best uses of the SNES's 64KB of audio ram
Replies: 81
Views: 18044

Re: Best uses of the SNES's 64KB of audio ram

I was surprised to learn how wasteful the Neo Geo's sound chip is with memory, because every note has to be individually sampled. I think the 18 kHz vs 32 kHz is kind've misleading because the SNES has Gaussian interpolation. I'm still baffled at why the SPC700 has something as complicated as Gauss...
by lazygecko
Sat Dec 09, 2017 9:17 am
Forum: NESdev
Topic: Can you port NES music to SNES remakes of NES games?
Replies: 21
Views: 5372

Re: Can you port NES music to SNES remakes of NES games?

Doesn't the faux retro jingle from the intro of Donkey Kong Country bypass the filtering somehow and preserve the aliased sound of the triangle?