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What about Sega CD? graphics, sound, etc

#1 User is offline RamiroR 

Posted 13 September 2008 - 01:31 AM

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well the first weird thing, it's true that the sega cd escales/rotates the sprite and then it send it to the vdp ram then I'ts displayed like a background?

why Sonic CD was about to have loop music.. and then.. anything?

somebody knows for why is usually used the co-68000?

how can be used a Sine or Cosine function? I mean.. how to program that :P

I want to talk about these things :P
This post has been edited by RamiroR: 13 September 2008 - 01:34 AM

#2 User is offline TmEE 

Posted 13 September 2008 - 03:43 AM

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Do not even think about touching MCD before mastering MD (which you haven't yet).

One use of SIN/COS, this draws a colorful circle... or should, I don't remember when I last used SIN/COS in QB45... I think these required radians instead of degrees...

Screen 13
RingY%=100:RingX%=100:Radius%=50
For I%=0 to 359
pset (RingX%+Sin(I%)*Radius%,RingY%+Cos(I%)*Radius%), I% and 255
next I%

#3 User is offline Sik 

Posted 13 September 2008 - 09:29 AM

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View PostTmEE, on Sep 13 2008, 06:43 AM, said:

Do not even think about touching MCD before mastering MD (which you haven't yet).

What he said =P

View PostRamiroR, on Sep 13 2008, 04:31 AM, said:

well the first weird thing, it's true that the sega cd escales/rotates the sprite and then it send it to the vdp ram then I'ts displayed like a background?

The VDP is not touched when the Sega CD is used. The Sega CD has an AISC that will rotate/scale/skew (scan-line algorithm) a bitmap into its own RAM, and then you have to blit it into VRAM as you would do with any normal tiles. It's for this very same reason that the Sega CD doesn't improve color, it doesn't touch the VDP.

View PostRamiroR, on Sep 13 2008, 04:31 AM, said:

why Sonic CD was about to have loop music.. and then.. anything?

Maybe they had trouble with the timing? =P

View PostRamiroR, on Sep 13 2008, 04:31 AM, said:

somebody knows for why is usually used the co-68000?

Accessing the CD, decompressing FMVs, rendering bitmaps, doing expensive processing (as it's faster than the main 68k). Basically all the job that is Sega CD-only.

View PostRamiroR, on Sep 13 2008, 04:31 AM, said:

how can be used a Sine or Cosine function? I mean.. how to program that :P

Sine and cosine are normally stored as pre-calculated tables (given an angle, you get a value). Calculating them in real time can be dangerous to your health =P Also, TmEE said they can be used to draw circles, but their most common use in games is to move objects a specified distance at a specified angle.

#4 User is offline RamiroR 

Posted 13 September 2008 - 03:14 PM

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View PostTmEE, on Sep 13 2008, 05:43 AM, said:

Do not even think about touching MCD before mastering MD (which you haven't yet).

ok ok but I'm just asking! :P

I was thinking.. it's possible to convert all sonic cd CDA audio to PCM? then try to loop it?.. did somebody do something like this?:O

#5 User is offline theSTHguy 

Posted 13 September 2008 - 03:52 PM

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View PostRamiroR, on Sep 13 2008, 09:14 PM, said:

View PostTmEE, on Sep 13 2008, 05:43 AM, said:

Do not even think about touching MCD before mastering MD (which you haven't yet).

ok ok but I'm just asking! :P

I was thinking.. it's possible to convert all sonic cd CDA audio to PCM? then try to loop it?.. did somebody do something like this?:O

Sonic CD JPN/PAL Looping Project

#6 User is offline RamiroR 

Posted 13 September 2008 - 03:55 PM

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"Http:/info.sonicretro.org/Sonic CD JPN//PAL Looping Project
From Sonic Retro
There is currently no text in this page, you can search for this page title in other pages or edit this page."

#7 User is offline theSTHguy 

Posted 13 September 2008 - 04:18 PM

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View PostRamiroR, on Sep 13 2008, 09:55 PM, said:

"Http:/info.sonicretro.org/Sonic CD JPN//PAL Looping Project
From Sonic Retro
There is currently no text in this page, you can search for this page title in other pages or edit this page."

What happened there?! You may want to try that again; works fine for me.
Wiki -> Music -> Sonic the Hedgehog OSV Project -> Sonic CD JPN/PAL Looping Project

#8 User is offline muteKi 

Posted 13 September 2008 - 04:29 PM

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Oh, here's some stuff that you might find useful:

http://www.retrodev.com/segacd.html
http://eidolon.dnsal...scdpfaq_015.txt

#9 User is offline RamiroR 

Posted 13 September 2008 - 05:11 PM

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View PosttheSTHguy, on Sep 13 2008, 06:18 PM, said:

View PostRamiroR, on Sep 13 2008, 09:55 PM, said:

"Http:/info.sonicretro.org/Sonic CD JPN//PAL Looping Project
From Sonic Retro
There is currently no text in this page, you can search for this page title in other pages or edit this page."

What happened there?! You may want to try that again; works fine for me.
Wiki -> Music -> Sonic the Hedgehog OSV Project -> Sonic CD JPN/PAL Looping Project

now it works.. I don't know why :P.. but.. I mean.. there's no code yet?(for the looping project)
This post has been edited by RamiroR: 13 September 2008 - 05:25 PM

#10 User is offline Sik 

Posted 13 September 2008 - 06:04 PM

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View PostRamiroR, on Sep 13 2008, 06:14 PM, said:

I was thinking.. it's possible to convert all sonic cd CDA audio to PCM? then try to loop it?.. did somebody do something like this?:O

It would, but I'm not sure if there's enough RAM to fit it. You could load the data in run-time while it's playing, but then you could just use the CDA if you're going to do that.

#11 User is offline RamiroR 

Posted 13 September 2008 - 06:15 PM

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yes.. I'm talking about load the data in run-time. BUT, with the diference that with this.. you can loop.. I think..

#12 User is offline Sik 

Posted 13 September 2008 - 06:24 PM

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No, because once the data is over, you have to seek back to the beginning, and that takes time, hence breaking the loop. So in that case it would be the same as using CDA, there'll be a gap anyways. Fading was made to hide that and make it look like done in purpose.

#13 User is offline RamiroR 

Posted 13 September 2008 - 09:12 PM

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Well an image is better than 1000 words...I don't know how to say it in english so:
Posted Image

EDIT: with Music Beginning I'm refering to the loop point (just if it's the second time or higher)
sorry about the ugly drawing, I was lazy to make it better :P

EDIT: OMG OMG, Type error: it was RAM not VRAM!.. that's because I just thinking in VRAM this days :P thanks Sik, (I don't want to waste my last post so I edit here:P)
This post has been edited by RamiroR: 14 September 2008 - 12:04 AM

#14 User is offline Sik 

Posted 13 September 2008 - 11:05 PM

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1) I hope that by "Sega CD VRAM" you mean "Sega CD RAM". The Sega CD doesn't have VRAM.

2) It doesn't look very clear =/

#15 User is offline TmEE 

Posted 14 September 2008 - 07:32 AM

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If a rather big RAM buffer is used, you can have looping music (buffer as big that while the drive is seeking, music is still played from the buffer). The quality will be limited to what the PCM chip in MCD can do though. Quite a few games do it.
This post has been edited by TmEE: 14 September 2008 - 07:33 AM

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