Search found 70 matches
There's one thing I have to say about this whole idea: Quake 32X CD. The lack of RAM in the 32X and the inability of the SH-2s to access any of the Sega CD's extra RAM is going to make any decent 3D game on the 32X CD combo difficult without extra hardware. This is not to say that it's impossible (...
- Sat Apr 28, 2007 12:54 pm
- Forum: Sound
- Topic: Simple 4-channel sample player
- Replies: 45
- Views: 60046
The only problem I can see with a MOD player is whether the Z80 has very many timers. Lemme check the docs...hmm, I'm not seeing any timers other than the ones on the FM chip. Which means you could have at most two different playback frequencies. For MOD playing you'd need a different timer for each...
- Tue Apr 24, 2007 4:04 pm
- Forum: Blabla
- Topic: Post your computer desk !!!
- Replies: 12
- Views: 10278
- Wed Apr 18, 2007 12:24 am
- Forum: Blabla
- Topic: Quick question
- Replies: 2
- Views: 3908
Eh, I can't locate a Japanese version of the game, and sound loss with MP3 really isn't all that bad for most songs, depending on the bitrate. Also, yeah, the Japanese version of Time Gal on SCD had vocals, but the European and US releases replaced the vocals with an organ sample playing the vocal m...
- Tue Apr 17, 2007 11:01 pm
- Forum: Blabla
- Topic: Quick question
- Replies: 2
- Views: 3908
Quick question
Does anyone know where I can get an MP3 of the Japanese opening for Time Gal? I'd like to replace the organ-as-vocals version in the US release with the actual vocal version, but I can't find an MP3.
- Mon Apr 09, 2007 12:13 am
- Forum: Megadrive/Genesis
- Topic: newby
- Replies: 18
- Views: 16795
When writing C code on practically any platform, unless you're writing inline assembler, the processor used is pretty much transparent. There are some exceptions - for example, you need to worry about whether I/O on the platform is memory-mapped (68K, 6502,) or port-based (Z80, x86,) since that affe...
- Wed Apr 04, 2007 9:45 pm
- Forum: Megadrive/Genesis
- Topic: newbie creating genesis graphics
- Replies: 68
- Views: 54634
No, 64 total, not 256. (4 palettes x 16 colors.) And yes, same deal for sprites - they can be one of the four palettes (the same four palettes as the background,) 16 colors per tile. The easiest way I can think of to make sure you have only 16 colors per tile is to use a tile editor like Tile Layer ...
- Wed Apr 04, 2007 12:05 pm
- Forum: Collaboration
- Topic: Idea for a nice community project
- Replies: 2
- Views: 9052
- Tue Apr 03, 2007 6:58 pm
- Forum: Megadrive/Genesis
- Topic: Coding language
- Replies: 33
- Views: 23850
- Sun Apr 01, 2007 12:44 pm
- Forum: Megadrive/Genesis
- Topic: Coding language
- Replies: 33
- Views: 23850
- Sat Mar 31, 2007 2:41 pm
- Forum: Megadrive/Genesis
- Topic: Coding language
- Replies: 33
- Views: 23850
- Fri Mar 30, 2007 1:38 pm
- Forum: Announcement
- Topic: Tavern RPG, help needed
- Replies: 14
- Views: 19049
- Wed Mar 28, 2007 12:36 pm
- Forum: Megadrive/Genesis
- Topic: Operating System
- Replies: 27
- Views: 19797