That could be done on the actual hardware: watch writes to $4010-$4013. With a very small amount of hacking, the same could be done for music.Zelex wrote:I suppose you could do similar things for DMC and such. Playing re-mastered higher frequency audio when a particular sequence is detected as about to be played.
A funny way to increase graphics resolution or color depth
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Re: A funny way to increase graphics resolution or color dep
Re: A funny way to increase graphics resolution or color dep
Related technique showcased here: http://www.youtube.com/watch?v=1EnSQw9vkEU http://www.youtube.com/watch?v=tgQNDB56gXQ (Sorry about the obtrusive watermarks.)
When the game calls the sound engine telling it to play song X, something intervenes and ignores the song, and instead, plays a MP3 corresponding to X through device Y. Sound effects still get played normally by the game.
When the game calls the sound engine telling it to play song X, something intervenes and ignores the song, and instead, plays a MP3 corresponding to X through device Y. Sound effects still get played normally by the game.
Re: A funny way to increase graphics resolution or color dep
Apologies for the off-topic reference, but the videos look like they weren't deinterlaced properly -- if so, are you using a capture card for this sort of thing, along with some capturing software? If you were using an emulator I'd tell you to use SCFH DSF for the DirectX capturing (doesn't do audio though; I tend to just use Stereo Mix), otherwise consider AmaRecTV. It's deinterlacing results and overall capture capability is really quite good, and no watermarks. Don't let the web page looking old/kinda crusty dissuade you.Bisqwit wrote:Related technique showcased here: http://www.youtube.com/watch?v=1EnSQw9vkEU http://www.youtube.com/watch?v=tgQNDB56gXQ (Sorry about the obtrusive watermarks.)
Re: A funny way to increase graphics resolution or color dep
MP3 mapper sound? I've suggested something like that before in this topic and this page on my wiki. I'm glad to see it being prototyped.Bisqwit wrote:Related technique showcased here: http://www.youtube.com/watch?v=1EnSQw9vkEU http://www.youtube.com/watch?v=tgQNDB56gXQ (Sorry about the obtrusive watermarks.)
When the game calls the sound engine telling it to play song X, something intervenes and ignores the song, and instead, plays a MP3 corresponding to X through device Y. Sound effects still get played normally by the game.