Search found 197 matches

by Huge
Sun Jan 04, 2009 9:00 pm
Forum: Megadrive/Genesis
Topic: Standart data formats in SMD games
Replies: 10
Views: 8218

Actually, including the standard file in the ROM requires that the 68K or Z80 parses the data. Be preprocessing it during the build, it is possible to include data that can be accessed directly by the hardware. Who cares about chunk IDs and endianness issues when you have known data in ROM at a kno...
by Huge
Sun Jan 04, 2009 2:52 pm
Forum: Megadrive/Genesis
Topic: Standart data formats in SMD games
Replies: 10
Views: 8218

Graz wrote:I wonder why developers decided to put unprocessed, standard files right into the ROM.
My guess is that so they can be accessed faster, eg. there is less (or no) burden put on the 68k/z80 by decoding the data, freeing up processing power for other tasks.
by Huge
Sun Jan 04, 2009 2:48 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28924

Yeah, which is how a quad warped to polygon would look... I see.
by Huge
Sun Jan 04, 2009 2:25 am
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28924

By warping, you mean quads drawn as polygons (with two corners of the quad having the same coordinates), right? That screws textures as well as transparency, I understand. The picture I posted has a rectangular shape though, so it could be textured AND be transparent at the same time, if what we sai...
by Huge
Sat Jan 03, 2009 2:26 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28924

I see. So the problem wasn't the speed of the transparent rendering (though it contributed), but the fact that when disorting a quad to a polygon, the transparency effect got all fubared. But when using quads in 3d, the effect worked more or less fine, like in the Sonic R teleport pod: http://evilbo...
by Huge
Sat Jan 03, 2009 3:31 am
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28924

As far as I know, the "mesh" technique was the one nearly everything used. The CPUs on the Saturn simply aren't powerful enough to do alpha effects via software in a game. Did you ever see software alpha effects on 486 PCs? No? Same reason. A 28 MHz MIPS won't do software alpha unless the place it'...
by Huge
Fri Jan 02, 2009 3:26 pm
Forum: Blabla
Topic: Saturn transparency question
Replies: 30
Views: 28924

Saturn transparency question

Although this is mainly a Megadrive dev forum, this is the best place I know of to get some knowledgable answer for my question. No, it's not about wether the Saturn can do transparency effects or not... I'm well aware that it can do it, in numerous way, all with their own quirks in them (vdp1 and i...
by Huge
Wed Dec 31, 2008 12:43 pm
Forum: Sound
Topic: Toy Story *.MOD player
Replies: 13
Views: 12995

That's interesting to know.

Toy Story also had a very impressive 3d fps style level too, it was a pretty advanced game.
by Huge
Sat Dec 27, 2008 12:46 pm
Forum: Sound
Topic: Genesis - SNES audio comparison
Replies: 161
Views: 103120

Sounds like 8khz fixed output? You're either exaggerating ( :D ) or that was just a good example of a really poor conversion. It's the interpolation that kills it. With that disabled, the spc sounds nearly as good as the mod tune. Of course, the amiga original is 260k, so its natural that the sampl...
by Huge
Fri Dec 26, 2008 7:00 pm
Forum: Sound
Topic: Genesis - SNES audio comparison
Replies: 161
Views: 103120

I would posit that 8-bit PCM sounds better than 16-bit PCM encoded as 4-bit ADPCM, but I haven't listened to the two side-by-side before. I can only rely on PC modplayers, but for the few tunes that exist both on Amiga and SNES, the Amiga versions are ALWAYS much clearer. Higher quality samples, mo...
by Huge
Tue Dec 23, 2008 1:14 pm
Forum: Sound
Topic: Genesis - SNES audio comparison
Replies: 161
Views: 103120

Yeah, I meant the whole audio subsystem that handles it. But I'm sure the SPC timing itself had many bugs and "unknowns" for a long while, that was only fixed recently. Then again the last time I looked into SNES emulation was many years ago, I just recall SPC timings never being right (messing up E...
by Huge
Mon Dec 22, 2008 3:07 am
Forum: Sound
Topic: Genesis - SNES audio comparison
Replies: 161
Views: 103120

You mean the analog filtering? imo it just adds to the characteristics of old machines. See the Commodore 64.
by Huge
Mon Dec 22, 2008 12:44 am
Forum: Sound
Topic: Genesis - SNES audio comparison
Replies: 161
Views: 103120

TmEE co.(TM) wrote:Real SNES sounds nothing like emulators do
Why? iirc the spc700 has been cracked by now and is perfectly emulated with the exact same filtering as on the original console.
by Huge
Sun Dec 21, 2008 1:44 am
Forum: Sound
Topic: Genesis - SNES audio comparison
Replies: 161
Views: 103120

Shiru wrote:Why not possible?
Because I meant comparing the FM part in the ym2612, not the dac, for the samplerate question. I don't think it's possibly to measure a "samplerate" for frequency modulation.
by Huge
Sat Dec 20, 2008 11:35 pm
Forum: Sound
Topic: Genesis - SNES audio comparison
Replies: 161
Views: 103120

>Do we have any comparison of what frequency each system output at? SNES outputs at 32khz, Megadrive uses an FM chip so it's not really possible to give an exact samplerate. The only thing you can compare the snes and megadrive is sound sampling capabilities. The Megadrive only has one channel and r...