Just needs some nice music to it ;) This is the best youtube seemed to have on offer lol
http://youtu.be/P7W3_MQ2qtY
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Just needs some nice music to it ;) This is the best youtube seemed to have on offer lol
http://youtu.be/P7W3_MQ2qtY
Ah, right . . . Star Fox was already intended to use a window with close to 4:3 aspect.
Just switching to H40 would be the ticket then . . . less jaggy pixels, closer to square (especially for 50 Hz users), and no column scroll artifacts. (you get a horizontal boarder too, of course) The window aspect ratio on-screen should be pretty close to the SNES's 224x190 in that case too, just smaller.
Sonicthejackrabbit had 2 or 3 other attempts, but he removed those videos for some reason and this is the only one there now:
https://www.youtube.com/watch?v=3fr_rZKb92Y
He never got the percussion right IMO (initially just using unfiltered SNES samples . . . or actually adding distortion in one case iirc), but I liked the instrument choices better in some of the others. I'm not a fan of some of the Thunderforce IV instruments he used in the "revised" version, or the drums.
However, his conversion of Titania was my favorite:
https://www.youtube.com/watch?v=4KQ4LkUYKcE
Fortuna was OK:
https://www.youtube.com/watch?v=L0axSZryHl0
Macbeth not so much:
https://www.youtube.com/watch?v=5WPRC7hquQc
Credits theme was pretty good though:
https://www.youtube.com/watch?v=S-1kgu-Ubfc
And he also did the opposite with a Star Fox instrument remix of Metal Squad:
https://www.youtube.com/watch?v=mU34_VngstI
I kind of like that one actually . . . though I'm not really a fan of the instrumentation in the original MD arrangement of that game. (too grating . . . this mix is at times too -and the same instruments in particular too)
Heh, sonicthejackrabbit also did some Star Fox SFX conversion demos for the Genesis:
https://www.youtube.com/watch?v=UsEqosHSHEw
I wonder if you could just rip some of the key samples from the SNES game and use Stefs 4 channel PCM sound driver and use FM/PSG for the rest. Just because it was typically used for Drums and voices doesn't mean you couldn't use it for String and Guitar samples.
His driver does not do sample scaling, so you cannot play sounds at different pitches.
You could pre-sample a few notes, but that's going to eat up ROM really fast.
If you dropped to 1 channel, you could vary the sample rate rather than scaling, but that doesn't really help here anyway given the trade-offs of havng 1 channel. Probably just better top optimize for PCM/DPCM samples at fixed pitch along with FM and PSG. (most of star fox' instruments work well as FM, and those that don't could be dealt with by re-arranging things a little . . . good arrangements should probably sound better than the SNES counterparts, even the orchestral stuff)\
Also, if you did have a scaled sample driver on the MD, it'd be better to use higher quality samples than the SNES originals. :p (same thing for the fixed-pitch samples you'd want to use with Stef's driver)
I suppose another question would be whether Stef wants to keep things down to the original 1 MB of ROM the SNES game used . . . if you open up that limit, there's a lot more freedom. ;)
I missed this one...
I have to use 64x64 for the background and unfortunately you cannot set different plan size for A & B.
But even without the background, if i use VRAM double buffering I will need at least 64 vertical size plan for bitmap plan (as i switch between two 20 tiles height screen), then now if we want to use the H40 video mode we end up to 64x64 plan size even for the bitmap plan.
I don't care about using more than 1MB, up to 4MB is not a problem :)
Amazing , runing a bit slow w/o chip or another add on,
but super FX1 on star fox runs at 21 mhz and the motorola z6800 at 7,67
he made a good job and is accurate in comparison of original,
again i must say..
Amazing !!!!
Chilly Willy mentioned you can also use unnecessary chunks of the tilemap tables for data, here: http://www.sega-16.com/forum/showthr...l=1#post564265
A lot of options there then, including for sound/music.Quote:
I don't care about using more than 1MB, up to 4MB is not a problem :)
Super FX1 runs at 10.79 MHz, Super FX2 runs at 21.48 MHz. And clock speed alone isn't a great metric for CPU performance. (that said, the multiply and divide performance of the Super FX is much faster than the 68000 -important for 3D geometry, but it's also very primitive and limited for some other things -and there's other bottlenecks on the SNES in general)
A lot of CPU resource is eaten up with actually drawing the screen.
Sure, but in terms of snes, all adicional clock and features helps.
And sorry my mistake, i'm talking about doom and super fx2 in another topic and i changing the clocks here with this subject in mind, i know about the diferences of the chips.
Anyway... the job of this guys and another games in the end life of mega drive proves how strong the sega hardware is in the wise hands
Maybe get some SVP chips on this and make the game fly.