Do you have a picture of the circuit board where the LEDs are connected? That would help to diagnose this problem.
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Sega Lord X reviews the Street Fighter II Champion Edition PC Engine port. |
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Show posts MenuQuote from: Sinistron on 04/02/2012, 01:42 PMBeing timidly polite through a long string of nonsense isn't "all getting along"- it's just being timidly polite. Speaking your mind isn't "causing drama"- it's just speaking your mind. You suckling noobs and frail older cats here really gotta start manning up. The vaginas here trying to pass themselves off as actual people have turned into a punchless punch-line ran long and dying. No one's abusing anyone's mom- no one's threatening anyone. There is no "drama".Go fuck yourself. I don't need a forum troll giving me the definition of drama.
QuoteOne is the level where you see scrolling columns through holes in the background.
Quotewhen you move up and down they seem to adjust in height. The way it slows down when the screen fills up makes me think it's a little CPU intensive because good collision detection routines, on their ownYeah this one is weird. Most games have very smooth vertical scrolling for that kind of effect, but it seems weird here. Throw in the slowdown and I almost wonder if it is a dynamic tile effect for the vertical movement (not the horizontal). All the tiles repeat so they'd just have to update VRAM for a vertical 'slice' of the background. Doing it this way would definitely lead to slowdown.
QuoteSame bug seems to be appears in fade_in fade_out effects, same kind of technic (palette changing) ..Oh! I think I know what you mean.
Quote from: touko on 04/10/2010, 04:27 AMExcellent, but have you some glishes due to color changing on every scanline on true hardware ????Uh oh! Thanks for the bug report. I will try to get it fixed up and release an update with sources included.
Quote from: TheOldMan on 04/09/2010, 09:10 PMGranted, it's not going to be high fidelity. It's going to be a long search for the right frequency combinations. And I'm sure there are a million other things that *could* go wrong. But in the sample run I did (really quickly thrown together, mind you) using about 40 waveforms, I got a recognizeable representation of the original sound.Well that's all that matters - if it sounds decent, I'd say you solved the problem!
Maybe I'll try a voice sample next... Anyway, it's just one of those strange things that kinda popped into my head while I was doing something with squirrel. I wondered how fast the psg-player could swap waveforms, and one thing led to another.
Quote from: TheOldMan on 04/07/2010, 10:23 AM(for those who are interested in wierd things, here's a pet project that's one the back burner for now:This is a super cool idea, I think the problem people have had in the past when it comes to implementing this concept is the timing.
Take a voice sample, real short. Convert it to 5-bits, and build a sequence of wave forms from it. Then, create a drum that just plays those waves, in order. Make an MML that plays that drum, and let me know how it turns out....)