There's a tool like that designed for the Sega Master System:
https://github.com/maxim-zhao/wav_to_psg
Search found 160 matches
- Tue Jan 28, 2020 11:36 pm
- Forum: SGDK
- Topic: Convert PCM to XGM
- Replies: 11
- Views: 14751
- Fri Dec 27, 2019 12:53 am
- Forum: Megadrive/Genesis
- Topic: Shinobi arcade port
- Replies: 3
- Views: 9298
Re: Shinobi arcade port
Awesome project, keep up the good work!
- Wed Oct 23, 2019 11:32 pm
- Forum: Demos
- Topic: Street Fighter Alpha Mockup
- Replies: 19
- Views: 31407
Re: Street Fighter Alpha Mockup
Looks nice!
- Sat Mar 16, 2019 10:40 am
- Forum: Demos
- Topic: Tetrogen Classic - New game for Sega MD
- Replies: 3
- Views: 7379
Re: Tetrogen Classic - New game for Sega MD
Nice game!
- Sun Jul 15, 2018 9:57 pm
- Forum: Demos
- Topic: Mega Man X
- Replies: 16
- Views: 36930
Re: Mega Man X
This demo looks and feels simply awesome. Keep up the good work!
- Sun Jun 24, 2018 11:17 am
- Forum: SGDK
- Topic: Tube effect
- Replies: 1
- Views: 3623
Re: Tube effect
It's a good start.
- Wed Mar 14, 2018 10:50 pm
- Forum: Demos
- Topic: Mega Fallout: Cassandra's Path
- Replies: 9
- Views: 9106
Re: Mega Fallout: Cassandra's Path
You didn't declare HALFTILE.
--- edit ---
No, you declared it, but for some reason, the Basic compiler does not see it...
--- edit ---
No, you declared it, but for some reason, the Basic compiler does not see it...
- Tue Mar 13, 2018 10:37 pm
- Forum: Demos
- Topic: Mega Fallout: Cassandra's Path
- Replies: 9
- Views: 9106
Re: Mega Fallout: Cassandra's Path
Well, what way to compute the coordinates of nearest (by the direction character going move to) cell center can you advice? You could add the width of half a cell to the x, y coordinates, and then shift right to translate that into cell coordinates. So, supposing the cell width is 16 px: HALF_TILE ...
- Sun Mar 11, 2018 10:36 am
- Forum: Demos
- Topic: Mega Fallout: Cassandra's Path
- Replies: 9
- Views: 9106
Re: Mega Fallout: Cassandra's Path
That's a good start.
- Wed Feb 28, 2018 11:34 pm
- Forum: Demos
- Topic: Bull's Hour (a new RPG project).
- Replies: 8
- Views: 8316
Re: Bull's Hour (a new RPG project).
I need RDC decompressor code to use the map from Genesis RPG Creator example in my project. As an alternative, there are other map editors out there, though a converter would be needed either way. Just to mention some options: Beehive is designed for Sega Genesis: http://gendev.spritesmind.net/foru...
- Sun Feb 04, 2018 11:50 am
- Forum: Demos
- Topic: Tänzer, a "ninja" game (Dev Diary thread)
- Replies: 290
- Views: 437349
Re: Unnamed "ninja" game (Dev Diary thread)
Pretty awesome looking!
- Tue Jan 30, 2018 10:29 pm
- Forum: Super 32X
- Topic: VN32X - A tool to make visual novels for the 32X
- Replies: 37
- Views: 53490
Re: VN32X - A tool to make visual novels for the 32X
I did some preliminary checking on the bug; it does not seem to be related to image dimensions, though the number of colors does seem to affect it: reducing the image to 256 colors before importing seems to avoid the bug, though, in theory, the tool should already be performing the conversion. 'neuq...
- Mon Jan 29, 2018 9:56 pm
- Forum: Super 32X
- Topic: VN32X - A tool to make visual novels for the 32X
- Replies: 37
- Views: 53490
Re: VN32X - A tool to make visual novels for the 32X
One more question from me. How to get compatible "portrait" images :?: In some images the transparent background turns to black or white on the output. If I save those "portrait" files from PhotoShop they show this kind effect. If I re-save them from GIMP - some files works fine on the output, but ...
- Mon Jan 08, 2018 10:55 pm
- Forum: Super 32X
- Topic: VN32X - A tool to make visual novels for the 32X
- Replies: 37
- Views: 53490
Re: VN32X - A tool to make visual novels for the 32X
Thanks for help, haroldoop . Compilation now running fine. That's good to know! :D Although I noticed that symbols like "-" or "[]" in file names are not welcomed. I see... it seems the file name validation on the editor is a bit too conservative (the compiler, itself, does not care). :P I have pos...
- Sun Jan 07, 2018 10:40 pm
- Forum: Super 32X
- Topic: VN32X - A tool to make visual novels for the 32X
- Replies: 37
- Views: 53490
Re: VN32X - A tool to make visual novels for the 32X
Well, I don't have TrueType font. I made it pixel by pixel in PhotoShop - so I have raster file. White letters with black borders - https://i.imgur.com/7fg06FY.png I see... one option would be to provide your own FNT file (which is actually a plain text file) to map coordinates within the PNG file ...