Thankyou for correcting my error Tiido.TmEE co.(TM) wrote:The sequence is 36 based for 9bit RGB.
Search found 12 matches
- 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: 5565
- 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: 5565
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...
- Tue Jan 07, 2014 7:52 am
- Forum: Sound
- Topic: Multiple PCM channels.
- Replies: 12
- Views: 14402
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...
- Thu Jan 02, 2014 10:24 pm
- Forum: Video Display Processor
- Topic: Palette color switching in HBlank
- Replies: 14
- Views: 23845
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...
- Thu Jan 02, 2014 9:53 pm
- Forum: Sound
- Topic: Multiple PCM channels.
- Replies: 12
- Views: 14402
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 ...
- Wed Dec 18, 2013 9:51 pm
- Forum: Demos
- Topic: 3D on the Sega Genesis is possible
- Replies: 35
- Views: 32545
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)
EDIT:
https://drive.google.com/file/d/0B7Inuo ... sp=sharing
(Put the link to .vgz instead of .tfd, that's fixed now)
- Thu Dec 12, 2013 10:58 pm
- Forum: Demos
- Topic: 3D on the Sega Genesis is possible
- Replies: 35
- Views: 32545
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...
- Thu Dec 12, 2013 3:17 am
- Forum: Sound
- Topic: Multiple PCM channels.
- Replies: 12
- Views: 14402
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...
- Wed Oct 30, 2013 6:58 am
- Forum: Blabla
- Topic: Engineering a Video Game Console
- Replies: 9
- Views: 13679
- Wed Oct 30, 2013 6:52 am
- Forum: Cartridge
- Topic: custom co-processor chips like the SVP?
- Replies: 94
- Views: 114535
- Fri Sep 13, 2013 5:36 am
- Forum: Tools
- Topic: Trackers for SMD with MIDI file import?
- Replies: 11
- Views: 22399
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...
- Fri Sep 13, 2013 1:54 am
- Forum: Super 32X
- Topic: Megadrive to 32x porting
- Replies: 1
- Views: 8106
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.
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.