Search found 18 matches
- Thu Mar 21, 2019 11:22 am
- Forum: SNESdev
- Topic: Historical SPC700 development and Nintendo policy
- Replies: 6
- Views: 6716
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...
- Sat Dec 23, 2017 5:54 am
- Forum: Other Retro Dev
- Topic: Mockup Genesis ports
- Replies: 29
- Views: 17706
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...
- Tue Dec 19, 2017 1:46 pm
- Forum: Other Retro Dev
- Topic: Mockup Genesis ports
- Replies: 29
- Views: 17706
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...
- Mon Dec 18, 2017 9:33 am
- Forum: Other Retro Dev
- Topic: Mockup Genesis ports
- Replies: 29
- Views: 17706
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...
- Sat Dec 16, 2017 2:59 pm
- Forum: Other Retro Dev
- Topic: Mockup Genesis ports
- Replies: 29
- Views: 17706
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.
- Sat Dec 16, 2017 8:41 am
- Forum: Other Retro Dev
- Topic: Mockup Genesis ports
- Replies: 29
- Views: 17706
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 ...
- Sat Dec 16, 2017 7:06 am
- Forum: General Stuff
- Topic: DF Retro - Donkey Kong Country + Killer Instinct
- Replies: 2
- Views: 1678
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?)
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?)
- Sat Dec 16, 2017 6:04 am
- Forum: Other Retro Dev
- Topic: Mockup Genesis ports
- Replies: 29
- Views: 17706
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...
- Sat Dec 16, 2017 3:44 am
- Forum: General Stuff
- Topic: Best uses of the SNES's 64KB of audio ram
- Replies: 81
- Views: 20025
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?
- Fri Dec 15, 2017 9:29 am
- Forum: Other Retro Dev
- Topic: So I was bored this afternoon...
- Replies: 14
- Views: 11695
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...
- Tue Dec 12, 2017 4:23 pm
- Forum: General Stuff
- Topic: Best uses of the SNES's 64KB of audio ram
- Replies: 81
- Views: 20025
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 ...
- Mon Dec 11, 2017 1:40 am
- Forum: General Stuff
- Topic: Best uses of the SNES's 64KB of audio ram
- Replies: 81
- Views: 20025
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...
- Sat Dec 09, 2017 6:34 pm
- Forum: General Stuff
- Topic: Best uses of the SNES's 64KB of audio ram
- Replies: 81
- Views: 20025
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.
- Sat Dec 09, 2017 12:43 pm
- Forum: General Stuff
- Topic: Best uses of the SNES's 64KB of audio ram
- Replies: 81
- Views: 20025
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...
- Sat Dec 09, 2017 9:17 am
- Forum: NESdev
- Topic: Can you port NES music to SNES remakes of NES games?
- Replies: 21
- Views: 5805
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?