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Sega Lord X reviews the Street Fighter II Champion Edition PC Engine port. |
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Show posts MenuQuoteIs it slower on 6280 vs. 6502? 6502.org lists it as 6.Some things are +1 cycle longer on the PCE (but unlike the 65x, there are no page boundary penalties.)


Quote from: Psycho Punch on 12/05/2016, 09:17 PMCamo ninjas apparently wear eye liner ?

Quote from: Enternal on 09/06/2016, 07:24 PMMy dinner themed well with the episode.What.. no sushi, only rolls!?
Quote from: guest on 08/18/2016, 04:35 PMThanks for this! I always wondered about that as well.Quote from: esteban on 08/18/2016, 01:31 PMXZR -> XZR2 (Exile) -> XZR3 (Astyanax) -> XZR (VCR)For years I wondered wtf XZR stood for until I actually looked at the kana title that comes with it in boxarts.
XZR -> Ex-Zee-Ar ≈> EkuZiAru ≈> エグザイル -> Eguzairu -> Exile
What does this have to do with this thread? Absolutely nothing.
Hey, we only got the third A-Train on the PCE.
Quote from: ccovell on 08/12/2016, 08:43 PMI love that you put in the clouds from the game xD
Quote from: esteban on 07/07/2016, 10:43 AMAll I can say is...Is that editable?
Quote from: ccovell on 07/05/2016, 07:14 PMQuote from: TurboXray on 07/05/2016, 12:26 PMccovell: How did I not know about this demo!?I've asked myself that question, too. :-| Maybe people were preoccupied at the time.
Anyway, depending on the odd/even phase of the VCE at the time that you make it static, dithered patterns consistently give either a usable red (verging a tiny amount towards orange) channel over 15 shades, or a cyan (harder to wrangle because it is 2 RGB channels combined.) So:
Another test demo: https://chrismcovell.com/data/OldIsBeaut-Test.zip
I didn't use any special tools; removing the R channel from 24-bit pictures is good enough, and the R can be remapped separately to greyscale, or some ramped red/grey; the remaining G&B can be remapped down to PCE BG palettes, since there are now 64 colours possible per tile that have to be reduced.
Quote from: guest on 07/05/2016, 08:57 PMHere's the latest build running in mednafen:Wait.. how did you get that title screen in there?![]()
Quote from: Speedy on 06/19/2016, 01:42 PMI got my cover to work within 60hz by switching between 100 and 90 bpm with effects, so it should be at the correct tempo on a real system. I also changed the noise volume from 1D to 1A since Deflemask's noise emulation seems to make it too quiet (it's much louder in the emulators I've tried). I don't have an Everdrive or a PC Engine on hand so I had to use Mednafen as a test bench.Awesome! Yes, the whole noise level thing from Deflemask's output has stopped me from doing music disks for roms.
Download: AcidJazz5-HES.zip
Quote from: StarDust4Ever on 06/16/2016, 05:49 PMNothing inside the SFII bubble? That is news to me. I thought the bankswitch logic chip was too big for a glop top so they needed a "fat" card. I would definitely have liked to see have seen more bankswitched cards though.Nah. Here's a pic:


QuoteIs there anything that can be displayed without converting from chunky to planar, like wire frame stuff or anything?Yeah, monochrome wireframe effects can easily be doable on the PCE planar format.
Any theoretical workarounds, like so many Genesis homebrewers have found to do impossible things on Genesis hardware?
Quote from: ccovell on 05/22/2016, 04:58 AMHah! That's the first thing I thought too.![]()
I would take out the extravagance of the purple backdrop and make it a coppershade palette effect, put the hero (or dragon) and logo onscreen as sprites, and Roberta's your post-op aunt!
Quote from: nopepper on 12/22/2015, 11:35 AMI only tried leaving Channel 1 at the default volume and lowered the rest, but that did not make any discernible difference. Care to share your settings, if you were able to dial it down? What channel has the SFX?It depends on the game, for which channel the FX are played on. White noise effects (static sounds) are on the last channel. But the game could use any channel for sound PSG FX. I have no idea which ones it's using (it could be using more than on depending on the sound FX).

Quote from: ccovell on 11/04/2015, 06:44 PMWell, it's so common on the interwebs.I'm a....vagina?
I even made a demographic:![]()

Quote from: VenomMacbeth on 10/25/2015, 12:24 PMI had the idea of trying this with Super Raiden a couple years ago, replacing the CD tunes with arcade versions...never got around to trying it, though.I did some hacking work with Super Raiden a few years ago.

Quote from: DildoKKKobold on 09/16/2015, 12:23 AMStupid question time! I'm getting a green border on my TV. I thought this was color 0, but I must be mistaken, because I set it to 0, and it still is bright green.Color 0 for BG is the BG color, obviously, but color 0 of the sprite index (@ $100) is the border color when no display is showing (BG or sprites).




Quote from: elmer on 09/10/2015, 03:37 PMThat's a great paint job you did, she looks much more stylish now!My first ride was dual sport, and was much more upright. I swapped in some clipons for a more aggressive feel and ended up loving it (felt like a cafe racer). But I've seen the exact reverse for Zx6rs; it's popular for people to convert it into street fighter style and put actual handle bars for a more upright position. I always have that option if I get tired of the supersport setup.
Haha ... you think 2004 is old? Mine's a 1991! Bikes get better with a little age.
I'm not, personally, a great fan of how you have to lean that far forward on a sport bike, so I ride something a little more upright. I avoid freeways (twisties are more fun than speed), and so don't need a windshield.
Quote from: elmer on 09/11/2015, 02:56 AMHere's a little tease for you all ... thanks to CrackTiger's generous help, there's a new English logo for the title screen.You have officially taken this over!? Woot!
If you've got a Xanadu 2 rip that runs in Mednafen, here's a savestate so that you can actually see the title sequence working with the new logo.
dropbox.com/s/mqvx8dm23hnq8zy/Kaze%20no%20Densetsu%20Xanadu%20II
This savestate's name is right for a Xanadu 2 rip made with NightWolve's wonderful TurboRip.
You may need to rename it if your rip comes from somewhere else.





Quote from: guest on 02/09/2015, 07:57 PMThe 2nd image looks more appropriate. I was thinking the same thing for how the brownish sheen matches the back. That stair case isn't supposed to be next to him - it's a whole cleared area (think of the area right passed the two posts). And he can move back and forth, for the way the screen scrolls. The beam he shoots can be altered on the angle slightly too. And there are other attack sprites that go with it (a charge on the mouth area, and the floor hit spark/wave).

Quote from: esteban on 01/27/2015, 05:20 AMHeh. Glasses? Nope - perfect vision. I'm no superstar, but I have a few different styles of dress. I also ride a Zx6r (daily rider), so I'm cool like thatQuote from: SuperGrafx on 01/26/2015, 09:33 PMHahaahhahahahahahahaha. SO LIAM NEESON.Quote from: guest on 01/26/2015, 05:14 PMThe dude on the left looks like a young Liam Neeson / Qui Gon JinnQuote from: TurboXray on 01/26/2015, 03:00 PMMeh..Fix'd.
TANGENT:
Also, Bonknuts/TurboXray is not how I pictured him...I thought he would be far less fashionable and have glasses. I guess it's just a silly stereotype I can't shake about all TG-16 fans having glasses.
I have horrible vision, myself. Photos are the only time I'm not wearing them. I wear prescription sunglasses at the pool/beach/lake. I SWIM IN SUNGLASSSES SO I CAN SEE TWO FEET IN FRONT OF MY WET NOSE.
/TANGENT
Quote from: NightWolve on 01/13/2015, 07:35 AMPlaceholder - History LogJust to verify, this font is actually used in the game? Are you sure it's used for the main dialog box, and not something like the battle screen? If it's used for the main dialog box too, then that's pretty amazing find.
** 1/13/2015 - Font Inspection Situation
Poked around the ED ROM track with a new tile viewer (YY-CHR.NET) to see what kind of font hacking is needed, found it uses a fixed-width 8x12 1BPP font, and most importantly it is uncompressed, just like Ys IV, meaning I can handle it. Otherwise, I would need David or Bonknut's help for an advanced VW (preferably) font hack job. Had to refamiliarize myself with an old tool [feidian] by D-BOY I used for Ys IV (I am rusty), but once I did and with the precise offset, I extracted the font in a viewable format. I can now insert the same font I used for Ys IV or a more medieval looking one.
feidian.php -r 8,12,16,8,0x499D5 "Emerald Dragon (J)-02.iso" EDOrgMainFont
feidian.php -r 8,8,21,1,0x498B1 "Emerald Dragon (J)-02.iso" EDOrgDigitFont
** Oct 13, 2014 - Talks began with David Shadoff about taking over the project
David uploaded all project materials to me, an ISO/WAV/CUE image file set of ED (ripped with *my* TurboRip I might add O:)), including 60% of SamIAm's translated results, and gave me a briefing on where the project was at to the best of his memory, etc.
Quote from: HailingTheThings on 12/21/2014, 07:33 PMI thought this was a Sonic and Friends free-zone? It's bad enough that stuff drifts over to sega-16, but here? -smh
Quote from: esteban on 08/25/2014, 05:42 PMDamn, I think you are far more efficient with your time than me.I'm only taking three classes; Algebra II - 5 credits (Algebra review, and Algebra II for cred in a single semester. Algebra II is part an accelerated course), Spanish - 4 credits, and writing 101 - 3 credits (MLA essay writing). Spanish is an accelerated 8 week course, so I'll have that free time after mid October. So full time (12 credits), but only three classes. Work is 16-20 hours a week (two days). That leaves me with one free day and some evenings free.![]()
Quote from: Arjak on 08/27/2014, 12:57 PMNeutopia III, Starring Adol Christin?Give me all your monies now!!! Just kidding. Neutopia III is Nodt's domain. I don't want to toe step there. That's actually the NES sprite from Ys II, recolored with the PCE scheme.
...
FUCKING SOLD!
Quote from: Aladar on 08/18/2014, 12:16 PMAdded Zen-Chan and Banebou.You're doing this in HuC? How's that working out? Old Rov and Arkhan had some speed up routines/ideas that they used for HuC - if it comes to that.![]()
Quote from: MrFulci on 08/11/2014, 06:44 PMI need that mug in my life! ;>_>
Quote from: EvilEvoIX on 02/01/2014, 02:13 AMLol - that response/post/pic actually made me laugh. I cringed when I saw Tats make that comment. But you took it in good sport. I give prop's for that.Quote from: Tatsujin on 02/01/2014, 01:20 AMQuote from: EvilEvoIX on 01/31/2014, 11:04 PMyeah who wouldn't 100% complete drac x anyway? only a retard wouldn't. oh wait...Quote from: Tatsujin on 01/31/2014, 08:52 PMI always like 100% completion but on second thought I'll play through a couple of times on my own.Quote from: EvilEvoIX on 01/31/2014, 06:15 PM, I plan to use this for my play-through.lol, are you serious? you need video help for the play-through of dracula x?
:edith:
sory, was already discussed
Quote from: awack on 01/24/2014, 11:37 PMIn some ways SCIV is a study in how not to design a game, even people who call it their favorite game of all time tell you that you just have to get past the first three or four levels and then things pick up, for the most part you will only have around 2 or 3 enemies on screen at once, you have far more on screen in Rondo of course, the main way you or at least most people die in SCIV from what Ive seen is from disappearing blocks and such, in Rondo its doing battle with enemies, enemy AI seems to be far superior In Rondo as well, SCIV gives you multi direction whip...in comparison Rondo gives you the ability to jump on and OFF stairs, multiple characters, different paths to choose, item crash, back flip, slide, tumble, double jump, money actually has a purpose, able to pick your secondary weapon back up, a lot of people might not know but if you keep your finger on the jump button your able to control your jump, and the turtle crash, your able to control where goes (up or down) with the direction pad.Love your sprite rip work, awack!
Like I was saying before, here are some of the fx/animations that are still being used today, no other snes or genesis game can claim this. This is where Rondo of blood is the best of its generation.
here are all of the similar SCIV fx/animation for comparison..cant capture transparencies
Quote from: wyndcrosser on 07/08/2013, 01:28 PMI'll look into it, I've never done a CD game before, so Brandish might be interesting.CD games are a whole different game (pun intended), than just the base system. The biggest problem that people tend to run into for CD translations, is finding free space (ram). And if that free space will always be there through out the game :/ I soooo wanted to make a new system card, just for translations. Hell, even if all it contained was an extra 8k of ram. That would be awesome (and no, the Arcade Card doesn't provide what is needed). Though, if it's a CD 2.0 game, you can always easily 'rom expand' it to a SCD 3.0 and use the extra 192k. In that situation, it's pretty nice. I did that for Dave Shadoff on his Cosmic Fantasy I translation project. Of course, there's always the option to 'SGX' expand it. The SGX has an additional 24k of ram, that no CD game with ever touch. And for emulation, that's no problem. But for people burning a CD-r of it... well, at least I have an SGX+SCD+ACD
Quote from: Xak on 09/07/2013, 01:27 PMI have Neutopia 100% translated in Spanish.Heh, I had no problems reading that. My spanish is getting better. I might actually play through this, for fun (and practice).
Romhacking.net is being a bia because the "pics are enhanced due to emu"
Quote from: touko on 11/26/2012, 09:05 AMHi all .I chatted with Stef a little bit on this. While I don't care particularly about Bad Apple per se, I love the challenge that it presents. I mean, it's within the real of do-ability for quite a bit of systems (including the 8bit lesser systems) - but it's about getting the most you can out of the system to display the best version. Coming up with unique compression schemes to get it to fit in the required space is fun (IMO).
A guy called stef, has made a technical demo on genesis/md, based on badapple video ..
This demo run in 320*224 with 4 gray shades and with a frame rate of 30 fps ..
You can test the 8 mb rom here : https://dl.dropbox.com/u/93332624/dev/megadrive/demo/BadApple.bin
emulator : http://umk3.hacking-cult.org/2.11hack.zip
You can see, the original video here :Someone can do the same on PCE ??
Personaly, i don't have skills to make the same, or equivalent .
This demo is really impressive ..

Quote from: shubibiman on 09/11/2012, 04:10 PMThis is sooo omelette du fromage! I want one.
Isn't it beautiful?
Quote from: ccovell on 10/25/2012, 09:54 PMThis is from Gekkan PC-Engine magazine 9/1991:Heh, with a weapon like that... it would flicker like a biatch.
Quote from: Nando on 04/27/2012, 10:12 AMNote, the following sprite is not mine, I "modified" an "Advance Guardian Hero" sprite to use as an example.Assuming the upper torso frames *never* overlaps the leg frames (even by a single pixel), the gun is overlapping both. So at any point the gun sprite is taking up 4 slots (16x16 sprite slot) for a total height of 16 scanlines (the torso needs a minimum of 32 wide sprite for the most of it and same for the legs). That's 64 pixels or 1/4 the total allowed sprite pixel bandwidth for that given scanline. That's very wasteful IMO unless you specifically NEED to do this. If you're trying to build out more complex animation based on 'section' animation for sprites, well.. I'd probably use ram to pre-composite them at the start of the stage or when an event changes. The method of overlapping sprites is pretty popular in arcade game design at the time of the 16bit era, but they had a lot of sprites to throw around per scanline, so it wasn't a big deal.
Could the following character sprite set up be done on the PCE?
Meaning one whole character sprite made up of three pieces. Isn't that what the second Toumaden game does?