07 November 2009, 12:43 | #181 | ||
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07 November 2009, 12:45 | #182 |
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More to the point... what does this all have to do with platformers?
May have to lock this thread soon. |
07 November 2009, 12:47 | #183 | ||
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i'm not talking about using 12-bit here. but high frequency 8-bit sound. what matters is how the capabilites of the hardware are used (by programmers) and have very little to do with the hardware specs. Quote:
good point. sorry about that - didnt see that the thread could go any further off-topic though! |
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07 November 2009, 12:48 | #184 |
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Or you could put the last 3 thread pages in a "SNES vs Amiga vs Mega Drive" thread.
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07 November 2009, 12:50 | #185 | |||
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07 November 2009, 12:52 | #186 |
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07 November 2009, 12:55 | #187 |
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07 November 2009, 13:03 | #188 |
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07 November 2009, 13:07 | #189 |
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Keep the thread running, as long as they don't start going ad hominem imo. It's both enjoyable and interesting to read.
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07 November 2009, 13:10 | #190 |
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I'll leave it open as long as it stays somewhere round the topic it's meant to from here on in.
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07 November 2009, 13:13 | #191 |
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What difference does it make whether it's on topic or not? It's an organic discussion which has turned into a debate on another subject. As long as it doesn't descend into name calling then what's the problem? I'm sure when the debate is over it will return to the original topic.
I for one am really enjoying the thread AND the debate that has emerged. |
07 November 2009, 13:55 | #192 |
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Okay, while we're at it, can someone explain me why the Cannon Fodder title tune sounds that awful on the SNES with the superior sound HW? Won't revive the Gods topic again, but... you know
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07 November 2009, 14:06 | #193 |
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07 November 2009, 14:12 | #194 |
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There you go : http://eab.abime.net/showthread.php?t=37354
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07 November 2009, 14:17 | #195 |
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Good question. Maybe because of the heavy use of large samples, albeit the SNES' sound RAM is 64kB? I guess they needed to turn the quality of the samples down a whole lot!
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07 November 2009, 14:21 | #196 |
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07 November 2009, 14:25 | #197 |
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Didn't Dan say that you could easily overcome that problem by using the cartrigde rom memory? The original song has under 256 KB, so that isn't that much
@Retro They used all the screams the game has to offer instead |
07 November 2009, 14:29 | #198 |
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Allister Brimble did the SNES sound. I'm sure he could do it a lot better, but the SNES gave him some "limitations" as it seems.
Last edited by Retro-Nerd; 07 November 2009 at 14:41. Reason: typo |
07 November 2009, 14:33 | #199 |
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07 November 2009, 15:36 | #200 | |
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First, you say to the CPU that it should send the music data (player code, pattern + samples) to the sound RAM... I think the sound RAM is mapped as a $0000-$FFFF (65535) range somewhere in the local SNES RAM... Then you need to tell the sound CPU to get his ass off the couch and start processing the data (for a normal "tracker like" player: read patterns, update channels, mix it)... Then the sound DSP filters and converts the mixed sound to analog output and sends it to the outter world for pure pleasure! The problem here is that the sound CPU is always processing the code in sound RAM... So dropfeeding new samples etc is an advanced thing to do... You have to make sure that the stored sound sample of choice is done playing (precise timing), then you can read the new one from cart_address + sample_offset to sound_ram_address + sample_offset, quick as hell.. (or some other smart way, all depending on your player code). "Why not tell the sound CPU to read the sample from another memory address?" Because you only have 64kB, d'oh!! Another problem is the limitation of controlling the sound CPU... I think you can only access it through an 8 bit bus, which makes the whole thing even more of a pain! But! If you don't need to dropfeed samples (e.g. just live with the 64kB limitation), it's all good and nice. Last edited by 8bitbubsy; 07 November 2009 at 16:01. |
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