Search found 12 matches

by Toddo
Thu Jan 09, 2014 10:45 pm
Forum: Blabla
Topic: For those wishing to do pseudo art design for the MD or SMS.
Replies: 4
Views: 2201

TmEE co.(TM) wrote:The sequence is 36 based for 9bit RGB.
Thankyou for correcting my error Tiido.
by Toddo
Thu Jan 09, 2014 12:54 am
Forum: Blabla
Topic: For those wishing to do pseudo art design for the MD or SMS.
Replies: 4
Views: 2201

For those wishing to do pseudo art design for the MD or SMS.

The standard MD specs are (I believe) as so: 320*224 screen, 15 colours for background 1, 15(+BGColour) colours for background 0, 15 colours for Sprite palette 0 and 15 colours for sprite palette 1. These come from a 9-bit (512 colour) palette. Each channel (R,G and B) has 3bits, or 8 levels includi...
by Toddo
Tue Jan 07, 2014 7:52 am
Forum: Sound
Topic: Multiple PCM channels.
Replies: 12
Views: 5032

Unless I missed something here, and you want to use 4bit specifically for some other reason (space/storage?).[/quote] 4 bit samples use less space than the 7 or 6 bit samples, I'd also hope to save some reasonable amount of cpu power for things such as sound effects and voices. A single digital audi...
by Toddo
Thu Jan 02, 2014 10:24 pm
Forum: Video Display Processor
Topic: Palette color switching in HBlank
Replies: 12
Views: 4941

Correct me if i'm wrong but, wouldn't it be easier to do a pseudo gradient of 8 (as to only use half of the bg 2 palette) or so colours that had been drawn 16 pixels high and dithered like so: https://drive.google.com/file/d/0B7Inuon-TfdEUjhaT1dKdXdJX3c/edit?usp=sharing The palette is swapped mid im...
by Toddo
Thu Jan 02, 2014 9:53 pm
Forum: Sound
Topic: Multiple PCM channels.
Replies: 12
Views: 5032

http://oerg866.tototek.com/toy.html[/quote] .Mod player, that's cool. From what I've heard very few games use polyphony on the 6th channel. However it may be possible with the use of 2x4-bit being mixed to 8-bit. The 68k has enough power to mix 8-bit samples. If I see a z80 driver (which is usually ...
by Toddo
Wed Dec 18, 2013 9:51 pm
Forum: Demos
Topic: 3D on the Sega Genesis is possible
Replies: 35
Views: 13518

Here's the .tfd, I'm unsure about the compressed format you mentioned, hopefully it works (I just removed the DAC data from the VGMM version).
EDIT:
https://drive.google.com/file/d/0B7Inuo ... sp=sharing
(Put the link to .vgz instead of .tfd, that's fixed now)
by Toddo
Thu Dec 12, 2013 10:58 pm
Forum: Demos
Topic: 3D on the Sega Genesis is possible
Replies: 35
Views: 13518

Very nicely done, it'll be interesting to see where this goes At one point the demo managed 7fps with 74 polygons on screen (some were only partially showing but I still counted them). I can now provide the programmer with a .tfd (192 kilobits) or .vgz (24 kilobits) file of the Corneria theme from S...
by Toddo
Thu Dec 12, 2013 3:17 am
Forum: Sound
Topic: Multiple PCM channels.
Replies: 12
Views: 5032

Multiple PCM channels.

I've heard and seen some MD games that supposedly play multiple pcm samples at once. Some games I've heard of include: Street Fighter 2 CE, Mortal Kombat 2 and 3, Mega Turrican and apparently Probotector MD does it too. I'm interested in how this is achieved, ways such as using 4-bit samples, interp...
by Toddo
Wed Oct 30, 2013 6:58 am
Forum: Blabla
Topic: Engineering a Video Game Console
Replies: 9
Views: 4399

21'ish mhz 2x68000, 3'ish mhz Z80 (one 68k for special effects)
Composite output, system16 GPU
Ym2610+internal beeper, stereo
Cart
Keyboard or SNES controller
Sound good 'nuf?
by Toddo
Wed Oct 30, 2013 6:52 am
Forum: Cartridge
Topic: custom co-processor chips like the SVP?
Replies: 94
Views: 29293

Possibly a RISC or small transformation calculator on the cart. Or maybe just have an extra 68000 plug in the side to perform a similar function to say... the MegaCD.
by Toddo
Fri Sep 13, 2013 5:36 am
Forum: Tools
Topic: Trackers for SMD with MIDI file import?
Replies: 11
Views: 9806

Midi data can be converted to the .mod format, dispite being slightly tedious. All that is required is a tracker such as VGM music maker or TFM and Modplug tracker. Import the Midi to Modplug and copy note data to a mod file open in a different tab. Be sure to use 2 times the patterns as in the midi...
by Toddo
Fri Sep 13, 2013 1:54 am
Forum: Super 32X
Topic: Megadrive to 32x porting
Replies: 1
Views: 2632

Megadrive to 32x porting

Hi, I'm a bit of a noob around here.
I'm just wondering if there is a way or even if it's possible to port Megadrive games to the 32x to take advantage of the larger colour palette and sprite transformations?
Games that could benefit include arcade games and 3d games like Space harrier 2.