Search found 38 matches

by TotOOntHeMooN
Mon Jul 21, 2014 10:06 pm
Forum: Sound
Topic: Street Fighter 2 - new Z80 PCM sound driver project
Replies: 28
Views: 39784

OK, I though that you was free to remap samples everywhere in ROM by patching addresses.
Yes, if you must keep the same ROM size, you will have to compress them enough to be able to replay with higher frequency.

Keep us informed about your progress!!! :)
by TotOOntHeMooN
Mon Jul 21, 2014 5:58 pm
Forum: Sound
Topic: Street Fighter 2 - new Z80 PCM sound driver project
Replies: 28
Views: 39784

Excuse my stupid mind, I have wrote lossless instead of lossy.
It's fixed. Thank you.
by TotOOntHeMooN
Mon Jul 21, 2014 7:16 am
Forum: Sound
Topic: Street Fighter 2 - new Z80 PCM sound driver project
Replies: 28
Views: 39784

Actually SF2 samples in the MD version are 4.77 Khz, i could up them to 9.4 Khz by using 4 bits ADPCM (same size as 8 bits 4.77 Khz) but i'm not sure ADPCM will sound that better... I don't said to use ADPCM, but original arcade samples are ADPCM encoded. (up them to 9.4 KHz will not improve qualit...
by TotOOntHeMooN
Sat Jul 19, 2014 6:07 pm
Forum: Sound
Topic: Street Fighter 2 - new Z80 PCM sound driver project
Replies: 28
Views: 39784

The CPS1 samples are produced by the OKI MSM6295.
It can replay 4 channels 4-bit ADPCM samples up to 32kHz. (depending the input clock speed)

Taking a look on System16.com report that SF2 samples are 7.576kHz.
So, if the game play only two samples at the same time, it's possible. :)
by TotOOntHeMooN
Sat Sep 17, 2011 7:41 pm
Forum: Super 32X
Topic: Advanced Audio Compression
Replies: 5
Views: 9107

Great work ! :)
by TotOOntHeMooN
Sun May 22, 2011 6:23 am
Forum: Demos
Topic: 32xrick
Replies: 10
Views: 13986

SDL was thought for PC and by the way, was not optimised for vintage videogames systems. (use lot of RAM and not run fast) 10 years ago, two LIBs are used for programming games : SDL, and Allegro. Allegro comes from Atari ST computer and was ported to PC. I remember that Allegro was 2 times faster a...
by TotOOntHeMooN
Thu May 19, 2011 9:30 pm
Forum: Demos
Topic: 32xrick
Replies: 10
Views: 13986

Nice port ! :)
by TotOOntHeMooN
Wed Mar 09, 2011 8:40 am
Forum: Super 32X
Topic: SUPER STREET FIGHTER 2 TURBO FOR 32X THE BEST GAME EVER
Replies: 6
Views: 8865

A nice stuff for programming "great" 32X/SCD new games will be a cartridge including RAM and Flash memory.
by TotOOntHeMooN
Tue Mar 08, 2011 7:16 pm
Forum: Super 32X
Topic: Super VDP
Replies: 167
Views: 199208

:shock:

You finally reach your goal. Congratulation !
by TotOOntHeMooN
Tue Mar 08, 2011 8:17 am
Forum: Super 32X
Topic: Yeti3D
Replies: 12
Views: 15272

See for yourself - here's an arc of the "double pixel" version of the Yeti3D demo (with music and sound). It's not any faster on the emulator that I can tell, but it may be faster on real hardware. Unfortunately, I can't test it on a real 32X and the emulator always display 60fps. So it's not possi...
by TotOOntHeMooN
Mon Mar 07, 2011 11:46 pm
Forum: Super 32X
Topic: Yeti3D
Replies: 12
Views: 15272

I hope that can help to speed up a bit. :P
by TotOOntHeMooN
Mon Mar 07, 2011 10:48 pm
Forum: Super 32X
Topic: Yeti3D
Replies: 12
Views: 15272

Many systems got undocumented display resolutions.
There are no wide pixels display mode (160x224) for helping you ?
Else, by using 8bit screen mode and writing 16bit "double pixel" ?
by TotOOntHeMooN
Mon Mar 07, 2011 7:24 pm
Forum: Super 32X
Topic: Totally Awesome to the MAX!!
Replies: 26
Views: 19851

Old since ... Yesterday ! :D
OK, I'm looking the new tread. Thanks !!!
by TotOOntHeMooN
Mon Mar 07, 2011 6:07 pm
Forum: Super 32X
Topic: Totally Awesome to the MAX!!
Replies: 26
Views: 19851

Amazing use of the 32x Slave ! :)
by TotOOntHeMooN
Sat May 16, 2009 5:33 pm
Forum: Super 32X
Topic: Super VDP
Replies: 167
Views: 199208

If fact, we just have to use AND operator. 0 : skip 1 : write Sprite Mask Screen Mask Merged Mask 00000000 01010000 00000000 01111110 00001111 00001110 01111110 10100010 00100010 00000000 01101100 00000000 The reason to do "front to back" was to avoid to write hidden pixels. Sprites hide sprites, b-...