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Post by Mathius on Apr 9, 2019 2:22:51 GMT
I haven't heard about this project. Linky?
I played the three 16-Bit cart based Raidens, the Super CD update, and the Jaguar version nearly back-to-back very recently. It amazes me still how the two PCE versions hold up compared to the others. They top all other contemporary versions easily in all areas including fun factor. Heck, the Jag version is even humbled by them even if you discount no rapid fire in that version. The Jag Raiden irked me even further when the massive sidebar obscured enemies/weapon pods. A weapon pod went right by my ship unbeknownst when I was playing it yesterday. Even the explosions of popcorn enemies look better on PCE.
Going through all that really made me appreciate PCE Raiden all the more.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Apr 9, 2019 4:34:18 GMT
I haven't heard about this project. Linky? I played the three 16-Bit cart based Raidens, the Super CD update, and the Jaguar version nearly back-to-back very recently. It amazes me still how the two PCE versions hold up compared to the others. They top all other contemporary versions easily in all areas including fun factor. Heck, the Jag version is even humbled by them even if you discount no rapid fire in that version. The Jag Raiden irked me even further when the massive sidebar obscured enemies/weapon pods. A weapon pod went right by my ship unbeknownst when I was playing it yesterday. Even the explosions of popcorn enemies look better on PCE. Going through all that really made me appreciate PCE Raiden all the more. There was a thread for it, back on the PCEFX forums, but I haven't made one here yet. When i finish covering the OST, i'll make a new thread here for it, with the download patch linked. Hell yea, the PCE Raiden games were best 4th gen ports, hands down. Genesis Raiden had great gameplay like the PCE version, but those graphics... oh no. no no no... lol. The idea with this patch is to make the PCE Super CD version even better... near arcade perfect, even. Two new soundtracks, selectable aspect ratio/difficulty. Ability to switch to respawn deaths instead of checkpoints. Ability to toggle on/off the exclusive bonus stages. That kind of stuff.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Apr 9, 2019 10:10:35 GMT
Also, not entirely PC-Engine related, but I figure some folks here might also be interested in Atari stuff too...
I covered PC-Engine Rondo Of Blood - Bloodlines (the main stage1 track) on the Atari 8-Bit POKEY chip.
For those that don't know, the POKEY is the all-PSG, 4-channel sound chip in the Atari 8-bit computer line, 5200/XEGS, and many Atari arcade cabinets (Centipede, Missile Command, etc.) and a couple 7800 cartridges as add-on sound chips.
The graphics and animation in this are also Atari 7800 spec. Anyway, it's here, if you'd like to check it out...
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Deleted
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Post by Deleted on Apr 9, 2019 22:56:07 GMT
I don't know what's wrong with Super Raiden that makes people on the internet regard it as lesser than the other ports. It's the best one for me and I definitely enjoy the original CD OST too (which I know some people don't like but that's understandable). With bonknuts' aspect ratio hack of the Anniversary Project (plus a fun respawn mode) this is really the one Raiden port I'll be playing for years on end. That's the perk of helping fix the game -- I get to have the Anniversary Project early lol. I'm sure this will turn out to be even better when Fraggy finishes the OST. I have a suspicion that the PSG music code from the HuCard version might still be latent and unused in RAM on the Super CD version. I know there are wavetables loaded up in channel-RAM that never get used, I've seen them in Mednafen's debugger. If that is, in fact, the case, it could be easier to implement than one might think... though still way out of my league. :/ I think it's pretty suspect of a Hucard to CD conversion to still have useless data being loaded... unless the game is loaded in one go and fits the 256k of the Super System Card it seems kinda weird to have dead space that could be used for more code/assets without a CD load.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Apr 10, 2019 5:21:50 GMT
I don't know what's wrong with Super Raiden that makes people on the internet regard it as lesser than the other ports. It's the best one for me and I definitely enjoy the original CD OST too (which I know some people don't like but that's understandable). With bonknuts' aspect ratio hack of the Anniversary Project (plus a fun respawn mode) this is really the one Raiden port I'll be playing for years on end. That's the perk of helping fix the game -- I get to have the Anniversary Project early lol. I'm sure this will turn out to be even better when Fraggy finishes the OST. I have a suspicion that the PSG music code from the HuCard version might still be latent and unused in RAM on the Super CD version. I know there are wavetables loaded up in channel-RAM that never get used, I've seen them in Mednafen's debugger. If that is, in fact, the case, it could be easier to implement than one might think... though still way out of my league. :/ I think it's pretty suspect of a Hucard to CD conversion to still have useless data being loaded... unless the game is loaded in one go and fits the 256k of the Super System Card it seems kinda weird to have dead space that could be used for more code/assets without a CD load. Maybe some people are pretty put off by the stretched aspect? I dunno... After some further, more in-depth examination, it seems only some of the Super Raiden wavetable data is, in fact, leftover relic data from HuCard Raiden. The wavetables on Ch0 and Ch1 are the same as they were in HuCard Raiden for the song data... they're simply never used. Ch2-5 seem to have had the wavetable data removed, except when they play a sound effect. So it appears they removed some or most of the song wavetables (ch2, 3, 4 and 5), but not others (ch0 and ch1). Interesting.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Jul 24, 2022 19:14:22 GMT
Posting this here as well...
I felt like Green Hill Zone never got proper justice on the PCE sound hardware, so here's my attempt...
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Post by _jash on Jul 27, 2022 13:55:49 GMT
Also, not entirely PC-Engine related, but I figure some folks here might also be interested in Atari stuff too... I covered PC-Engine Rondo Of Blood - Bloodlines (the main stage1 track) on the Atari 8-Bit POKEY chip. For those that don't know, the POKEY is the all-PSG, 4-channel sound chip in the Atari 8-bit computer line, 5200/XEGS, and many Atari arcade cabinets (Centipede, Missile Command, etc.) and a couple 7800 cartridges as add-on sound chips. The graphics and animation in this are also Atari 7800 spec. Anyway, it's here, if you'd like to check it out... haha, oh wow! I love this! Immediately got the 7800 vibes from it! <3 thank you for sharing this!!
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Post by crisgenjin on Aug 2, 2022 17:19:57 GMT
It would be great to hear PC Engine remixes of Final Fantasy songs, even from the first six ones. I think the PC Engine's soundchip is more than capable enough to replicate them pretty well
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Apr 21, 2023 2:19:13 GMT
I decided to try and reproduce the Streets of Rage drums on the PC-Engine using only the HuC6280's built-in wavetable + noise. Here are the results!
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Post by ccovell on Apr 22, 2023 14:10:23 GMT
I decided to try and reproduce the Streets of Rage drums on the PC-Engine using only the HuC6280's built-in wavetable + noise. Here are the results! This is absolutely amazing and your best one yet!! Is this really done in only 6 sound channels? And how does it sound on the sometimes bass-deficient real PCE hardware?
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Apr 24, 2023 18:30:26 GMT
I decided to try and reproduce the Streets of Rage drums on the PC-Engine using only the HuC6280's built-in wavetable + noise. Here are the results! This is absolutely amazing and your best one yet!! Is this really done in only 6 sound channels? And how does it sound on the sometimes bass-deficient real PCE hardware? Thanks! And yes, the snare is playing white noise with a snare tone also snuck in other channels (like the bassline channel). So the kick drum and hi-hat are both single channel, but the snare requires two channels. No idea how it sounds on real hardware yet, but it should sound pretty good, since what you're hearing is coming out of the Mednafen emulation core (which is pretty accurate). I tested it on both the non-a and a-revision CPUs (with Furnace), and it sounded decent with both.
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Post by digipiggy on May 8, 2023 19:42:59 GMT
sounds great. i’m gonna be cheeky and beg, hoping we get a HES version to test out on real hardware later in time.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Jan 11, 2024 19:10:31 GMT
Let's see what Final Fight on the PCE Hucard would have sounded like, shall we?
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Post by paranoiadragon on Jan 11, 2024 23:26:40 GMT
Nice! I know Black Tiger & a few others have commented on how easy FF should be to pull off on the PCE including the way the parallax is handled. Would be nice if somebody someday was able to build for PCE, not unlike the new MD version that's being worked on.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Mar 10, 2024 4:32:08 GMT
I decided to try and reproduce the Thunder Force IV drums on the TG-16 without using PCM samples
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