@tomaitheous
Glad to see you back!
What about your work on the SF2? Any news/beta rom version?
My best regards!
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@tomaitheous
Glad to see you back!
What about your work on the SF2? Any news/beta rom version?
My best regards!
Thanks :D I haven't done too much. My health has recovered to a much better state, but I've been working my arse off lately (with RL work). I've mostly been doing some digital electronic stuff (making PCBs, building circuits, etc). Have you seen Chris Covells SGX R-type hack? So far he hacked the sprite routine to take advantage of the SGX second VDC. I think he was working on background layer stuff too, but not sure how far he got in that. Pretty much any PCE game can be hacked for SGX support. The additional ram on the SGX (SGX only ram) makes it awesomely easily for creating your own hooks and replacement routines (or monitoring routines). Hell, you could even go so far as to use the SGX to subtitle Japanese PCE CD games. I'm assuming the same could be done with the 32x and Japanese MegaCD games. Though as it is, PCE/SGX CD has a much better debugger for such hacking.
For SF2, it's on the (near) back burner. I do want to work on it since I spent quite a but of time writing the support graphic utilities for it (and FraGmaRe did a lot of work on it with me). If I can get the SF2+ mapper working in hardware, that would definitely up my motivation to work on it ;) Though, having the mapper working it emulation was awesome too (especially since that emu has thee PCE/SGX debugger).
If Chilly Willy is going to do some dev on it, then it might be worth it for you now. More coders always kicks up the motivation IMO. There are very few PCE coders out there, let alone SGX coders. Now _mic just needs to come over to the dark side too (SGX) ;) I've kind of steered away from the SGX for a number of years because I like the challenge of the PCE limitations. But the SGX definitely makes things easier.Quote:
I want a SuperGrafx I can't really justify the price since I have my modded Duo-R...but I still want one!
Speaking of which, Chilly Willy, here's a few SGX demos I made about 4-5 years ago. Something to test out on your NeoFlash for SGX :)
Weird... not a single one of those tests works - they all just sit hung at the menu. All the other SGX/PCE homebrew I've tried work (the Sonic test, the wavy screen tests, the slideshows, the Axelay demo... which is super cool). Do they look for something special?
They're old, so they probably don't initialize something in the proper order for anything other than a system boot. I remember having problems earlier on/years back that my code/demos wouldn't run from tototek multi-rom menu either. If you can't load it directly without any other code bringing it up on boot, than I'll see if I can find the source and update them.
Okay, I don't get it. I even picked up Astyanax this week to play it on my Toaster NES just to be sure. The music is less memorable at worst, grating to the ears at best, the action is slower and there are more cheap shots, I'm just not seeing how Astyanax is a better game than Legendary Axe at all.
I found your thread over at assemblers and download the pcebios-111b1.zip revision. I hacked the load routine to just map in the second bank (the lda #$nn, TAM #$nn right before the JMP [$FFFE]) and I reassembled my source with that binary as the start of the rom. I didn't see anything out of the ordinary in the menu/loader. Matter of fact, runs fine in mednafen ( http://www.pcedev.net/sgx/old_tests/sgx_6b.7z ). That won't work in neoflash because I didn't remove the special reg writes. But it should for my tototek card (I'm assuming tototek uses different ports/setup than the neoflash >_>). I'll test it tonight and see what happens. Also, I have these demos assembled for SCD too. Strange in that they have no problem booting/running after the system card bios system initialization (source isn't modified for SCD other than bank layout).
A little off topic, but who is contributing to the menu/loader? Does it have HES playback support yet? I know the tototek menu can play HES files. It's fairly simple to setup your own on the real system.
You can get the Neo Myth PCE menu (and others) from the google code page: http://code.google.com/p/neo-myth-menu/
No, the menu doesn't have HES playback. That would be a good feature to have. That would match how the MD Myth menu plays VGM files, and the SNES Myth menu plays SPC files (I think that's the right SNES music format). :)
I've read a lot of your music posts on your blog. I've been looking into music on different platforms in different formats lately.