Both Nintendo and Sega would try to sue the unlicenced developer and unlicenced publisher.
[demo] SNES Sonic
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Re: [demo] SNES Sonic
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
Re: [demo] SNES Sonic
nice cover! and great demo TiagoSCFrenchyToasty wrote: ↑Sun Sep 13, 2020 4:12 pm Amazing work with the sound effects, some slowdowns when there is much happening but this is still blowing my mind!
I had to do it
https://drive.google.com/file/d/1pZeCiQ ... sp=sharing
I've tested in bsnes and got some slowdowns but then I've tested on real hardware (this version works flawless) and it was much better than on the emulator.
Re: [demo] SNES Sonic
So I know I probably shouldn't be using the emulator I used in the first place, but: I tried playing your demo with ZSNES, and in addition to this game crash due to the 1UP sound that Strat also reported:
UPDATE: I tried Snes9x 1.60 (64-bit) and it worked much better (in terms of accuracy; on my current computer it seemed to have frame drop issues and the button presses weren't as responsive as I'd like compared to ZSNES). The 1UP jingle doesn't crash the game, but it does play a bit faster than usual and I don't know if that was intentional or not.
...I also noticed, at least with ZSNES, how the SPC700 channels keep getting cut off when trying to normally play the music unless you have the other sound effects playing and overlapping with said channels. I'm not sure how fixable this would be for use with "poor" emulators like this (I used ZSNES because I doubt the computer I currently have could handle stuff like bsnes), but it was something I immediately noticed regardless.
UPDATE: I tried Snes9x 1.60 (64-bit) and it worked much better (in terms of accuracy; on my current computer it seemed to have frame drop issues and the button presses weren't as responsive as I'd like compared to ZSNES). The 1UP jingle doesn't crash the game, but it does play a bit faster than usual and I don't know if that was intentional or not.
Re: [demo] SNES Sonic
Of course if the game works correctly on hardware any odd behavior on an emulator is the emulator's problem, so at least we can let people know that's the issue if it comes up.
- LightStruk
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Re: [demo] SNES Sonic
Regarding Sonic's music - a nearly 100% identical rendition is possible with the SPC700. Just listen to this SPC700 rendition of Chemical Plant Zone. No additional CPU load, just need to sample the FM instruments and put them into a SPC700 tracker.
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Re: [demo] SNES Sonic
Don't use ZSNES at all. It's super outdated.SLO wrote: ↑Wed Sep 16, 2020 10:00 am So I know I probably shouldn't be using the emulator I used in the first place, but: I tried playing your demo with ZSNES, and in addition to this game crash due to the 1UP sound that Strat also reported:
...I also noticed, at least with ZSNES, how the SPC700 channels keep getting cut off when trying to normally play the music unless you have the other sound effects playing and overlapping with said channels. I'm not sure how fixable this would be for use with "poor" emulators like this (I used ZSNES because I doubt the computer I currently have could handle stuff like bsnes), but it was something I immediately noticed regardless.
UPDATE: I tried Snes9x 1.60 (64-bit) and it worked much better (in terms of accuracy; on my current computer it seemed to have frame drop issues and the button presses weren't as responsive as I'd like compared to ZSNES). The 1UP jingle doesn't crash the game, but it does play a bit faster than usual and I don't know if that was intentional or not.
Re: [demo] SNES Sonic
Same with SNES9x and No$SNS.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
Re: [demo] SNES Sonic
On a sufficiently fast PC, I'll agree: stick with bsnes-plus or Mesen-S for debugging. On one entry-level compact laptop I've owned, however, NO$SNS and ZSNES were the only debuggers that ran at full speed.
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Re: [demo] SNES Sonic
https://youtu.be/TzJyEQCGR5w Sonic @ 20:58
My current setup:
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Super Famicom ("2/1/3" SNS-CPU-GPM-02) → SCART → OSSC → StarTech USB3HDCAP → AmaRecTV 3.10
Re: [demo] SNES Sonic
Really impressive project. Respect!
Re: [demo] SNES Sonic
Can you make the sprites title ground a llitle bit small to make it look like the genesis resolution? Or you can make it look like the snes 512×448 resolution
Re: [demo] SNES Sonic
512x448 is only accessible in SNES modes 5 and 6. Mode 6 has only 1 layer, and mode 5's 2nd layer is 2BPP, so the resolution might not be worth it.
Also, it doesn't affect the sprites' horizontal resolution at all, either.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
Re: [demo] SNES Sonic
Pseudo-HiRes works in modes 0-4. The pertinent difference is that in modes 5 and 6, a single nametable entry produces a 16x8 (or 16x16) tile, while in modes 0-4, two nametable entries can be woven into a 16x8 (or 32x16) pixel tile. In terms of bandwidth, they're similarly limited, but the nametable layout of the former is more useful.
- Señor Ventura
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Re: [demo] SNES Sonic
In mode 5 you have the same color depth with two planes than megadrive (4BPP and 2BPP).
Re: [demo] SNES Sonic
Mega Drive uses 2BPP graphics too?Señor Ventura wrote: ↑Sat Oct 17, 2020 3:45 pm In mode 5 you have the same color depth with two planes than megadrive (4BPP and 2BPP).
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.