More Sega Channel prototypes dumped. Even earlier ones.
Posted 23 February 2012 - 09:51 PM
Posted 24 February 2012 - 01:07 AM
Also that reminds me I have to remember to update that list of ideas I started making (I wonder if Go's concurrent programming and nanosecond-based timers can be used to write concurrent cycle-accurate emulators =P )
Posted 24 February 2012 - 01:16 AM
Posted 24 February 2012 - 01:20 AM
Posted 24 February 2012 - 02:35 PM
On the opposite end of this, there is no SNES ROM hack that is as elaborate as (easiest example here) Sonic 1 Megamix - mostly because the skilled hackers tend to work on fan translations (Der Langrisser is a very technically impressive one for adding fonts and fixing bugs), service revival (bsnes-sx is also working on XBand and, I think, a bit of Ninteod Super System), or making new hardware (I'm gonna be getting a sd2snes soon, and you bet your ass I'm gonna be playing Road Blaster on it.)
Posted 24 February 2012 - 02:50 PM
Posted 24 February 2012 - 03:17 PM
Some more info on MSU1 stuff here.
To sum it up, the SNES in it's native hardware could render uncompressed video better than the Sega CD could (though seemingly not anything as high as LaserDisc quality), and I'd assume the SNESCD would've taken advantage of that. Regular cartridges sold at the time obviously couldn't even hold the filesize necessary to store such video, so it never ended up being used.
Here's another video which shows a Super Mario World hack that's gonna use the MSU1 for audio streaming.
Posted 25 February 2012 - 04:02 AM
Also beware, SNES hardware limitations still kick in and can make the idea of using a bitmap a massive pain in the ass - you can only get 256 colors per tile in the tilemap of mode 7, and you only get 128 tiles for the tilemap in that mode, if I recall correctly (EDIT: I think it may have been 16×16 tiles, but even then it isn't enough to fill the entire screen). That isn't useful for large bitmaps at all. So here it's probably using a 16 color mode and taking advantage of the multiple palettes (but it means it still has to cope with color spill). Also there's the bandwidth transfer cap, you can't transfer an entire screen worth of data in a single frame - thereby tilemaps and sprites and such.
Posted 27 February 2012 - 12:54 AM