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Messages - Chilly Willy

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1
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: February 11, 2015, 09:52 PM »
Hey Jason or Chilly, is it me or is the lead guitar part on the first level of doom 1 an octave or 2 up from the original notes? I can make a video later if anyone thinks im crazy :D.

The large instrument set for Doom was put together by someone from samples made for Amiga music. It's possible he didn't get the base note set for that instrument correctly, or maybe the guitar he chose to use using a higher tuning. The smaller instrument set was done by myself using samples from a Concertmate 1500 MIDI keyboard, and all note bases are correct... for a Concertmate 1500. :)

2
SD cards may have a spec they must follow, but not all SD cards are equal. It can be tricky supporting a bunch of different SD cards. Any time you have problems where an SD card is involved, my first thought is trying a different card.

3
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: February 07, 2015, 07:32 AM »
to be honest, i prefer to play the pc version. i think it's sensless to port pc titles to the n64. :D
bu it's a nice project for the fun of coding itselt. for the homebrew community it's cool to have some more n64 code open source to look at for inspiration. ^^

There are many reasons one might port something to an older system, but the most common reason is the programmer likes the challenge. Ports can tricky things, especially when working older hardware. New hardware with infinite memory and speed isn't quite as much a challenge to some.

Another reason might be convenience - maybe they have a family member who ties up the PC all the time, but they have an old N64 they can use. Or maybe the port is for a family member - perhaps you wish your child to play Doom on the N64 like you did on your old 486.

We don't take offense if you think it's senseless... as long as you aren't insulting about it like someone was over at AtariAge. They basically said anyone working on ports of any kind were doing so because they were too stupid to work on a REAL game. Iffen I were a mod, I'd have banned his ass in two shakes of a lamb's tale.  >:(

4
Mega EverDrive / Re: Using Light Phaser on a Mega Drive console?
« on: February 06, 2015, 06:03 AM »
You can also use the Phaser for MD homebrew. Support for the Phaser, Justifier, and Menacer is part of SGDK. You can find that over at SpritesMind.

5
EverDrive 64 / Re: The original Doom is coming to the N64...
« on: February 06, 2015, 05:58 AM »
I've been busy on other things... if I can make a little time, I'll try to do something with the controls. At least I managed to figure out the issue with the analog stick when I add the mouse support. If you really want smooth turning, you want the mouse version. :)

6
Mega EverDrive / Re: codes for 32x
« on: January 26, 2015, 10:12 AM »
but if i do that do i need to still use the master code

Depends on what the master code does - if it changes the checksum, you're undoing the effort you did in clearing the checksum. If it kills some custom checking code in the game, then it's still needed. All clearing the checksum does is allow the 32X BIOS to start the rom without checking the checksum. If the game does additional tests, those still need to be killed.

7
Off Topic / Re: Sega CD bios cart posible
« on: January 17, 2015, 09:45 PM »

8
Mega EverDrive / Re: SMS and 32x?
« on: January 15, 2015, 09:44 PM »
Actually, someone over at Sega16 found how to mod the 32X to allow SMS games to work through the 32X.

http://www.sega-16.com/forum/showthread.php?28550-Technical-Explanation-for-Power-Base-Converter-not-working-on-the-32X&p=687032&viewfull=1#post687032

9
Mega EverDrive / Re: codes for 32x
« on: January 13, 2015, 10:34 PM »
You don't want to fix the checksum on the 32X, you want to CLEAR it. You can do this easier with a hex-editor than a GG/PAR code. Open the rom in a hex editor, go to offset 0x18e, and set that and the next byte to 0x00. The 32X BIOS sees a 0x0000 checksum word and skips checking the checksum. That allows you to then make any other changes you want without worrying about the checksum.

10
Mega EverDrive / Re: codes for 32x
« on: January 11, 2015, 06:40 AM »
For 32X games, if you make any kind of changes, you need to clear the checksum. That also makes the game boot faster. Make a GameGenie/PAR code that sets the word at 0x18e to 0x0000. Think of it as the "Master Code" to allow other codes to work. :)

11
Mega EverDrive / Re: MegaED OS v10 beta, Outrun sound issues.
« on: January 07, 2015, 04:54 AM »
I've been running v10 for a while, and found that when I turn the power on, if I immediately hit reset the moment it's up, it works fine from then on. It's only on the initial power-up that it gets a little unstable.

12
EverDrive 64 / Re: Multiple NES roms in Neon64?
« on: December 27, 2014, 06:02 AM »
There is a menu in the emulator, but the load new rom function doesn't do anything but return. Looks like they never finished that.

13
Mega EverDrive / Re: SG-1000 support?
« on: December 15, 2014, 12:36 AM »
You'd almost need a 9928 emulator in the ASIC, and then transfer the converted graphics back to the Genesis vram... it would be a HUGE pain, and probably too slow. But if someone can think of a relatively simple method, I'm sure KRIKzz would consider it. We're more likely to see YM2413 emulation than that, though.

14
Mega EverDrive / Re: SG-1000 support?
« on: December 04, 2014, 09:45 PM »
Is there a way to pach the sg-1000 video modes so they run in master system modes instead?

Not easily. The modes are REALLY different, so you'd have to redo a lot of graphics code and data.

15
News / Re: Blast processing online!
« on: December 03, 2014, 10:49 AM »
Using the USB to connect to the net via computer? Neat! This gives me hope of keeping networking in my Doom port. :)

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