Cervante
PS3 ID: Cervante1
new update?
The readme tells you how to name the files. The mp3 files should begin with the same name as the iso. So in your case would be Track01_02.mp3, Track01_03.mp3 etcanother great achievement in Genesis emulation but tell me, how can I make MP3 play? I have SonicCD and MP3 (320kb 44khz) with names Track01.ISO (game) Track02.MP3 TrackXX.MP3, 44khz sound, 940 activated and MegaCD option ON, but MP3 don't play
Currently extentions must be lowercase, i.e. Track01.iso Track02.mp3 Trackxx.mp3another great achievement in Genesis emulation but tell me, how can I make MP3 play? I have SonicCD and MP3 (320kb 44khz) with names Track01.ISO (game) Track02.MP3 TrackXX.MP3, 44khz sound, 940 activated and MegaCD option ON, but MP3 don't play
The readme tells you how to name the files. The mp3 files should begin with the same name as the iso. So in your case would be Track01_02.mp3, Track01_03.mp3 etcanother great achievement in Genesis emulation but tell me, how can I make MP3 play? I have SonicCD and MP3 (320kb 44khz) with names Track01.ISO (game) Track02.MP3 TrackXX.MP3, 44khz sound, 940 activated and MegaCD option ON, but MP3 don't play
Edit: Then again I don't have any games for this so I'm probably wrong.
Both. All pieces of Genesis hardware are functional when it is expanded with Sega CD (the expansion port was something like an additional cartridge port).Whatever, it's still a great achievement but tell me one more thing : are BOTH 68k CPU in use? (7mh for the genesis, and 12 for MegaCD) Or does the MegaCD processor take over all the processing?
Both. All pieces of Genesis hardware are functional when it is expanded with Sega CD (the expansion port was something like an additional cartridge port).Whatever, it's still a great achievement but tell me one more thing : are BOTH 68k CPU in use? (7mh for the genesis, and 12 for MegaCD) Or does the MegaCD processor take over all the processing?
Both. All pieces of Genesis hardware are functional when it is expanded with Sega CD (the expansion port was something like an additional cartridge port).Whatever, it's still a great achievement but tell me one more thing : are BOTH 68k CPU in use? (7mh for the genesis, and 12 for MegaCD) Or does the MegaCD processor take over all the processing?
Just curious. Since you are so good at working with multi-chip type systems do you think that an Amiga 1000/500 emu is possible at full speed? It only had a single 68K running at 7 MHz, an 4 channel 8-bit DAC for sound, and some simple co-processors and blitter.
I am not asking for you to work on it, I was just wondering if in your expert opinion think full speed would be possible on the GP2X hardware.
Well, the Amiga has some freaking hard to emulate hardware, the 68k is probably the simplest part to emulate, things like angus, paula, the OCS/ECS chipset and blitter are what's making it very hard to emulate.
I honestly think that full speed A500 is near impossible on the more demanding titles, the Amiga was a fairly powerfull machine for it's day, just check out some of the more recent OCS demo's, it's nuts
Dave, do I perhaps hint some optimism coming from you?Well, the Amiga has some freaking hard to emulate hardware, the 68k is probably the simplest part to emulate, things like angus, paula, the OCS/ECS chipset and blitter are what's making it very hard to emulate.
I honestly think that full speed A500 is near impossible on the more demanding titles, the Amiga was a fairly powerfull machine for it's day, just check out some of the more recent OCS demo's, it's nuts
I don't know that the Amiga 1000/500 is all that impossible. Forget ECS, A1200 for sure. I know the Amiga was stunning in it's day. Things change.
The CPU is emulated quite well now. The GP2X handles the faster NeoGeo and CPS2 speeds quite well.
The sound was quite rudimentary. 4 channel 8-bit DAC. No DSP, No Z80, No FM syntyhesizer, no effects, few channels. It would seem that the SPC in the SNES was much more complex with it's DSPs for reverberation etc. The Genesis had alot of things as well with it's YM, Z80, FM synth etc.
The blitter was fairly simple as well. It wasn't all that complex (by today's standards) and didn't have alot of functions.
The copper chip wasn't all that massive in power either. It kept track of palette changes, resolutions, playfields etc but not too much.
The Sprite hardware in the Amiga was quite anemic too. What did it do like (8) 4 color sprites per scanline or something like that? An NES had better sprite hardware.
Then there is the fact that it could only display 32 colors at once out of 4096 at a resolution of 320 x 200 (NTSC). It had no special effects like transparency or alpha blending etc either. Any transparencies on the system were done in software. The emu would probably have trouble with HAM mode but almost no games used it, that could go unemulated and few would miss it.
Perhaps again the problem is lack of documentation.
Is it only me or is the game very boggy? some graphics seems to simply don't match, I see rings on places I can't go (over ground tiles), but I haven't tried with Gens yet... So is it the emulator's early state, or my rom? :huh: Also I can't dash (pressing down + a, b or c) unless I stay crouched for a little time