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More Sega Channel prototypes dumped. Even earlier ones.

#61 User is offline Andlabs 

Posted 23 February 2012 - 09:23 PM

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But that's just the Sonic community :| We do have a dedicated Mega Drive community, but I don't know what we're doing (and we still need the VDP and YM2612 decapped :argh: )

#62 User is offline Sik 

Posted 23 February 2012 - 09:51 PM

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View PostMeat Miracle, on 23 February 2012 - 08:38 PM, said:

Yeah, but the SNES community was doing complete RPG translations while the Sonic community was still discussing whether Dust Hill Zone is fake or not.
The SNES community also was lucky that BS-X would actually store the games that were downloaded, so they can retrieve the old games back by looking for BS-X cartridges. Moreover, the BS-X firmware also seems to run as-is, even if the required hardware isn't present (although of course you can't do much other than walking around the overworld, but it works). We can't say the same about Sega Channel, which won't even boot at all, making it much harder to work with it.

View PostAndlabs, on 23 February 2012 - 09:23 PM, said:

But that's just the Sonic community :| We do have a dedicated Mega Drive community, but I don't know what we're doing (and we still need the VDP and YM2612 decapped :argh: )
We already have the YM2612 decapped... Though good luck with all the different ASIC revisions.

#63 User is offline Andlabs 

Posted 24 February 2012 - 12:02 AM

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I thought that was various OPL chips (like in the Adlib/SoundBlaster-16).
This post has been edited by Andlabs: 24 February 2012 - 12:02 AM

#64 User is offline Sik 

Posted 24 February 2012 - 12:10 AM

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I meant Mega Drive ASICs... (VDP, etc.)

#65 User is offline Andlabs 

Posted 24 February 2012 - 01:07 AM

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I meant in response to you saying that the YM2612 was already decapped... I read through that thread trying to make a cycle-accurate emulator core, remember?

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 )
This post has been edited by Andlabs: 24 February 2012 - 01:13 AM

#66 User is offline Sik 

Posted 24 February 2012 - 01:16 AM

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View PostAndlabs, on 24 February 2012 - 01:07 AM, said:

I meant in response to you saying that the YM2612 was already decapped... I read through that thread trying to make a cycle-accurate emulator core, remember?
Having decapped the YM2612 was the whole point of the thread.

#67 User is offline Andlabs 

Posted 24 February 2012 - 01:20 AM

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The thread started because Nemesis found the YM2608A docs =P He did say he wanted to decap the chips, but never got around to doing it because he forgot, then ran out of money. Hell, it should have happened by now; why hasn't someone else done it? (Where can I go to get it done? I live near NYC, and I can just have them decap EVERYTHING in a MD2 =P )
This post has been edited by Andlabs: 24 February 2012 - 01:21 AM

#68 User is offline Kiddo Cabbusses 

Posted 24 February 2012 - 02:35 PM

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View PostMeat Miracle, on 23 February 2012 - 08:38 PM, said:

Yeah, but the SNES community was doing complete RPG translations while the Sonic community was still discussing whether Dust Hill Zone is fake or not.


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.)

#69 User is offline ICEknight 

Posted 24 February 2012 - 02:50 PM

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View PostKiddo Cabbusses, on 24 February 2012 - 02:35 PM, said:

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.)
...Holy shit, that looks so much better than the Mega-CD version.

#70 User is offline Kiddo Cabbusses 

Posted 24 February 2012 - 03:17 PM

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View PostICEknight, on 24 February 2012 - 02:50 PM, said:

View PostKiddo Cabbusses, on 24 February 2012 - 02:35 PM, said:

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.)
...Holy shit, that looks so much better than the Mega-CD version.


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.

#71 User is offline Meat Miracle 

Posted 25 February 2012 - 03:34 AM

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Of course it is better suited, it has more colors to use. (and didn't the SNES also do bitmaps and not just tiles)

#72 User is offline Sik 

Posted 25 February 2012 - 04:02 AM

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View PostMeat Miracle, on 25 February 2012 - 03:34 AM, said:

and didn't the SNES also do bitmaps and not just tiles
No, that's the GBA. The SNES can only do tiles.

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.
This post has been edited by Sik: 25 February 2012 - 04:06 AM

#73 User is offline Kiddo Cabbusses 

Posted 26 February 2012 - 06:38 PM

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Oh My God, what has nocash done to BS-X?

You can download no$sns here

</yeah, I know, the topic's kinda drifted...>

#74 User is offline ICEknight 

Posted 26 February 2012 - 07:42 PM

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This topic is blowing my mind with all this SNES stuff, so ironically.

#75 User is offline Sik 

Posted 27 February 2012 - 12:54 AM

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View PostKiddo Cabbusses, on 26 February 2012 - 06:38 PM, said:

Oh My God, what has nocash done to BS-X?

You can download no$sns here

</yeah, I know, the topic's kinda drifted...>
We seriously need a BS-X topic =|
This post has been edited by Sik: 27 February 2012 - 12:54 AM

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