Banner
Views: 772,012,868
Time:
12 users online:  1UPdudes, Eminus, FailSandwich, Fullcannon,  Giftshaven,  idol, Infinity,  Koopster, placeholdertest,  RussianMan, SiameseTwins,  Tahixham - Guests: 28 - Bots: 193Users: 40,552 (1,856 active)
Latest: jonaskohl
Tip: Proofread your message boxes for spelling and grammar mistakes.Not logged in.
Has anyone ever tried cheating more sample channels?
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - Has anyone ever tried cheating more sample channels?
Pages: « 1 »
Using an implementation similar to this, only on the SPC700 and SNES hardware. I actually reached out to Jon on Twitter and he said it would probably be possible in theory, but I don't know how familiar he is with SNES hardware

(I want accurate Sonic Rush porting. lmao)

(Edit because bumping this is a bad idea: DS games use sampled music, but there are 16 channels instead of 8 like the SNES.)
the first 4 seasons of doctor who are the only good content the modern series has to offer and you cannot convince me that steven moffat is a good writer, i dislike all his episodes even in those seasons
Originally posted by MrMrMANGOMILK
I actually reached out to Jon on Twitter and he said it would probably be possible in theory, but I don't know how familiar he is with SNES hardware.)


In theory yes but it seems a bit more impractical. I don't know much about Sega Genesis sound hardware but considering PCM audio goes straight to the DAC makes it easier than a SNES implementation. What they're doing is Software Synthesis on the main chip (Genesis) and basically streaming it to the Sound Processor. That's how it appears to me anyway.

The SPC700 communicates to a 16-bit DSP and the DSP reads compressed audio referred to as BRR. To perform synthesis the audio would need to be decompressed (from ROM/System Memory on Main CPU), apply appropriate calculations (mixing), then re-compressed and transferred to the SPC700's Memory so the APU can read it. Without the aid of additional processors I doubt the CPU can pull it off in real-time. Furthermore only 4 ports can be written so you're capped at a 4-byte transfer rate (someone correct me on this.)
This is likely a naive example but better than nothing.

Either or the SNES APU has 8x the memory available to it than the Sega Genesis' Zilog Processor. It's much more practical to implement Sample Swapping/Streaming than Software Synthesis. Vitor Vilela has done sample streaming SFX though I recall them saying it used quite a bit of CPU power.

Originally posted by MrMrMANGOMILK
(I want accurate Sonic Rush porting. lmao)

Streamed music would take up too much cartridge space unless compressed beyond audible comfort. Furthermore doubt any of us have access to ALL instruments used in the game. Even then we're more likely to end up with a non-sampled port followed by a sampled port using instruments of pre-existing SNES games.
Pages: « 1 »
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - Has anyone ever tried cheating more sample channels?

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2019 - SMW Central
Legal Information - Privacy Policy - Link To Us


Total queries: 9

Menu

Follow Us On

  • YouTube
  • Twitch
  • Twitter

Affiliates

  • Talkhaus
  • SMBX Community
  • GTx0
  • Super Luigi Bros
  • ROMhacking.net
  • MFGG
  • Gaming Reinvented