DaveC posted on Jul 1 2006 at 02:19 PM said:JimmySlam posted on Jul 1 2006 at 06:01 PM said:super grapfx, I think is the PCENGINE improved version...
ey vooboo good job. Do you have the audiotracks working on ISOs?
Just read a bit about it. It seems that the arcade card is a simple RAM upgrade so it doesn't look to hard to do.
SuperGfx seems pretty involved though. It has another CPU another layer to render etc. I would be expect that this will be tough to do and get full speed and sound.
I am simple though. I would be happy with more accurate and stereo sound for the good ol' Hu card games. For that I would donate more.
SuperGrafx doesn't not require any additional CPUs - it's just another video chip - this is how it gets it's extra graphics.DaveC posted on Jul 2 2006 at 04:19 AM said:Just read a bit about it. It seems that the arcade card is a simple RAM upgrade so it doesn't look to hard to do.
SuperGfx seems pretty involved though. It has another CPU another layer to render etc. I would be expect that this will be tough to do and get full speed and sound.
slaanesh posted on Jul 2 2006 at 10:41 AM said:SuperGrafx doesn't not require any additional CPUs - it's just another video chip - this is how it gets it's extra graphics.DaveC posted on Jul 2 2006 at 04:19 AM said:Just read a bit about it. It seems that the arcade card is a simple RAM upgrade so it doesn't look to hard to do.
SuperGfx seems pretty involved though. It has another CPU another layer to render etc. I would be expect that this will be tough to do and get full speed and sound.
So, emulating SuperGrafx means emulating TWO video chips. This means SuperGrapfx games can have:
2 background screens (instead of 1)
128 sprites on screen (instead of 64)
The original CPU is exactly the same so there isn't anything else to emulate there. Trivia: This is commonly cited as a problem for developers at the time, as they had to get the CPU to do double the graphics work on the same speed CPU!
None the less, Daimakaimura (Ghouls n' Ghosts) and 1941 Counter Attack are both superb games on the SuperGrafx - two of Capcom's best at the time.
Great work Vobbo - also looking forward to seeing the GP32 version to see how well it runs!
vobbo posted on Jul 2 2006 at 10:40 AM said:My new audio driver is coming along nicely too, its stereo and has alot of issues with channel volumes corrected.
I managed to get a simple port (no sound) running on the PSP but unfortunately I dont actually own a PSP and the one I borrowed has been returned to its owner... If I can find a cheap firmware 1.5 PSP i`ll continue with the port!
anyway... I must get back to the supergrafix emulation!
Vobbo h34r:
sam fisher posted on Jul 2 2006 at 08:27 AM said:Go Go Super Coding Vobbo Go!!!
Are you going to get all the emulators perfect and release them all in some huge 'V-Day'?
Does the Gizmondo have a tiny screen?
zektor posted on Jul 2 2006 at 07:00 PM said:sam fisher posted on Jul 2 2006 at 08:27 AM said:Go Go Super Coding Vobbo Go!!!
Are you going to get all the emulators perfect and release them all in some huge 'V-Day'?
Does the Gizmondo have a tiny screen?
I have been wondering when we will be lucky to see the other releases as well. I own a Gizmondo as well as a GP2X of course, and while the GP2X screen is bigger, the Gizmondo's screen is a respectable size. I think it'll look great there too.
The PSP does already have a great PC Engine emulator, so a release there will probably not be very exciting for many PSP owners who have already been playing TG16 for quite some time. Although, all of the TG16 PSP emulators do exhibit a bug in "Pac-Land" that causes the game to completely freeze at a given point, and Vobbo's emulator on the GP2X does not have that bug.
vobbo posted on Jul 2 2006 at 06:07 PM said:Gizmondo,PSP,DS,GP32 versions are all running - I just need to do frontend fileselectors for them... I`ll get around to it soon...! I`m focusing on sound/supergrafix for now so I can finalize the savegame dataformat before I push that live...!
Vobbo h34r:
vobbo posted on Jul 2 2006 at 02:07 PM said:zektor posted on Jul 2 2006 at 07:00 PM said:sam fisher posted on Jul 2 2006 at 08:27 AM said:Go Go Super Coding Vobbo Go!!!
Are you going to get all the emulators perfect and release them all in some huge 'V-Day'?
Does the Gizmondo have a tiny screen?
I have been wondering when we will be lucky to see the other releases as well. I own a Gizmondo as well as a GP2X of course, and while the GP2X screen is bigger, the Gizmondo's screen is a respectable size. I think it'll look great there too.
The PSP does already have a great PC Engine emulator, so a release there will probably not be very exciting for many PSP owners who have already been playing TG16 for quite some time. Although, all of the TG16 PSP emulators do exhibit a bug in "Pac-Land" that causes the game to completely freeze at a given point, and Vobbo's emulator on the GP2X does not have that bug.
Gizmondo,PSP,DS,GP32 versions are all running - I just need to do frontend fileselectors for them... I`ll get around to it soon...! I`m focusing on sound/supergrafix for now so I can finalize the savegame dataformat before I push that live...!
Vobbo h34r:
DaveC posted on Jul 2 2006 at 07:15 PM said:vobbo posted on Jul 2 2006 at 06:07 PM said:Gizmondo,PSP,DS,GP32 versions are all running - I just need to do frontend fileselectors for them... I`ll get around to it soon...! I`m focusing on sound/supergrafix for now so I can finalize the savegame dataformat before I push that live...!
Vobbo h34r:
Cool, how is the sound thing going for the GP2X version? Have you been able to find the problems with the crackling and buzzing in the noise generator? Do you think the next GP2X release will have perfect sound emulation?
Thanks for everything.
vobbo posted on Jul 2 2006 at 06:42 PM said:most of the audio problems are fixed dave, I just need to port the code back from the PC to the GP2X and remove some floating point calcs to make it fast.... I`ll push it live as soon as its stable!
DaveC posted on Jul 2 2006 at 11:07 PM said:vobbo posted on Jul 2 2006 at 06:42 PM said:most of the audio problems are fixed dave, I just need to port the code back from the PC to the GP2X and remove some floating point calcs to make it fast.... I`ll push it live as soon as its stable!
That will be great. If you needed floating point for the PC version but have to remove it from the GP2X version does that mean it won't sound as good without the floating point calcs?
That is strange, floating point needed for audio?
\Bramrash posted on Jul 4 2006 at 08:26 PM said:i have a problem running this, when i choose a rom it just goes to a black screen or freezes. However, the internal jamanoid (spelling?) rom works fine, any ideas?