About the panning, I think it would be sufficient to be able to set pan on a per-instrument/per-channel basis, although a melody "meandering" from one speaker to the other (think The Prelude from the three Final Fantasy installments on the SNES) would be nice to have, too.
Altering SNESGSS myself is out of the question though, as is writing my own SPC700 sound engine (at the current time, at least). So my best bet is to concentrate on what I can do best, and use the available means to deliver it to the audience.
BTW, game size isn't really an issue nowadays, is it? So I'm not afraid of huge amounts of PCM data at all. The only thing that matters to me is that it sounds the way I want.
benjaminsantiago wrote:That being said I quite like the demos, my only advice is that the walking furry character seems a bit asymetrical (ie like he is limping). What do you make your graphics with?
As I said, all the graphics is placeholder artwork as I'm completely hopeless when it comes to drawing.
The animated character in the current build is Gengen from Suikoden II
, pretty much the only Furry character with a spritesheet suitable for this project out there on the web. I didn't reduce the number of frames, nor did I mess with the graphics itself. So if he's limping, it's not my fault.