Search found 744 matches

by TmEE
Sat Feb 16, 2008 2:00 am
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

Sorry, I was saying that the 65816 certainly wouldn't be as powerful, as the 68K has all those registers listed above, while the 65816 has only three registers and can't even do arithmetic directly between them. Clock-wise, I think the 65816 might do more work per cycle/byte than the 68K does. I mi...
by TmEE
Fri Feb 15, 2008 6:10 pm
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

Certainly not compared to the 68K, with its sixteen 32-bit registers and built-in multiply and divide support. [/quote] But why there's so much slowdown in many games then ? Or its just the low clock ? What sorts of real-time synthesis do you do on the Mega Drive? More than drums I take it. Seems th...
by TmEE
Fri Feb 15, 2008 4:09 pm
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

its just that I am curious and want to know few more things about SNES sound system. SNES lacks nice action games and for a while I had an idea of making an attempt to make one (like I'm doing for MD though it has plenty of action games). SNES seems to have little CPU horse power (and that's the rea...
by TmEE
Fri Feb 15, 2008 2:11 pm
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

I don't give a damn about resampling ATM... so its just 32KHz... I could get little over 100KHz from MD (doesn't work stably on real HW).
by TmEE
Thu Feb 14, 2008 8:43 am
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

I've heard it OUTPUTs something near 32KHz, but I'd like to know, what it can do internally, i.e if you give it a 44KHz sample, will it be able to play it in 1 second ?
by TmEE
Thu Feb 14, 2008 3:56 am
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

How clear the samples (or overall) will be, how big is the loss in high freq areas (I remember the sound of SNES rather "muffled") ? For example, FM in MD is sampled at 52KHz, and you can play digital audio at that rate too (and its nice and clear, but only with nice code since its all software, and...
by TmEE
Wed Feb 13, 2008 11:48 am
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

K.... Does the SPU feel like a 8 bit CPU or like 16 bit CPU ? If it feels 8bit like Z80 (which can't really do 16 or 32bit aritcmetics), software waveform will be rather pain to do... Well, only big limitation is the fact that SPU can't look into ROM itself... I can't do things which I can do on MD ...
by TmEE
Wed Feb 13, 2008 11:24 am
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

The sound processor can't get data form ROM area, right ? All must be in the tiny 64KB RAM ? So for example, playing a sound stream is quite some pain (if not impossible) ? I can't really imagine fitting much into 64KB, even when the samples are ADPCM, samples are only 50% smaller... my demo uses al...
by TmEE
Wed Feb 13, 2008 9:36 am
Forum: SNESdev
Topic: Questions regarding SNES sound system
Replies: 36
Views: 18566

Questions regarding SNES sound system

Hi everyone, I'm a MD programmer, and I've been working for quite some time on a sound engine for MD. While I've had lots of headache (doing insane optimizations), MD has quite some power in its sound part (its just it wasn't utilized by most games). Z80 is a pain sometimes. Here's a demo of my work...