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turboxray

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  1. If you ran FIRQ TIMER for 6khz, you could dedicate 15% cpu resource to outputting to the DAC. 6 bits is more than enough to easily mix four 4bit square-wave PCM channels together (about 1% cpu resource for mixing with 8.8bit PHA counter per channel), and 6khz is decent enough for pure square waves for frequency responses. 6khz with a four sample square-waveform (to emulate duty cycles), has a max frequency of 1500hz which puts it at G octave 6. Considering those AGI games use low res 160px mode, it shouldn't be eating up that much cpu resource for blitting, but I haven't looked at the interpreter (I'm sure it can be optimized). Either way, the CoCo3 is definitely capable to outputting multiple channel sounds while doing animation. That gets you pretty close to popular SN/AY chip. Plus it allows more effects than those chips are capable of. You can do more synth-y stuff like hard-sync, waveform blending/morphing, larger sample wave-forms for lower octaves notes (bass instruments - triangle, sawtooth, etc), etc.
  2. The internal screen shot grabber is not using the alt YUV palette, so you're not seeing the difference as on your TV.
  3. Magic Engine tried the whole - simulated bios for the CD games. It worked OK, but did have some issues. FYI - late gen PCE games just include updated bios routines in ram. I mean, they don't take up much (like 8k-ish). Some even replace the CD READ routines with faster ones. The original units might be 150 k/sec single speed drives, but the original CDREAD routine in the bios card is about 90k a second. The new 'soft update' versions are at least 122k a second (huVideo needs this rate). I've ripped the new routines, but I haven't clocked their speed to see if they can go higher than that. Little off topic: It's weird, because the CD base controller (MCU) that takes the scsi commands, even controls the ADPCM chip and supports stream data from the disc directly into ADPCM ram... but there's no auto 'DMA' streaming to main CD ram even though it's all on the CD unit side. And a lot of PCE games make the original 90k speed even worse though, because instead of reading in a single 64k or 256k block.. they'll seek and read in multiple sectors at a time in different places on the disc. Think about that for a second - seek time is expensive on a cd drive. A CD 2.0 game should be able to read in all 64k of CD ram and 64k of vram in less than 2 seconds at a 90k/sec rate. Yet plenty of old CD 2.0 games take like 5+ seconds to load. Even Rondo does this. If you ever wonder why Gates of Thunder loads so fast? Part of it is because it just reads in a single block of 192k from the disc. A handful a CD games interleave data tracks and CD audio tracks next to each other to keep the seek times down, but a good 99% of them didn't.
  4. Could hack it and make the waveform less pronounced? I load it up and take a look at it.
  5. It's literally just a channel with a specific waveform playing. On real hardware (and mednafen - which is the only accurate sound emulation for PCE) it's going to be a little softer - but that sound was on purpose. But yeah, the sound engine is sooo simple for these two games it's not even funny. No tricks or anything. Just a really basic/simple sound engine.
  6. Maybe it's your emulator or machine, but Bonk's Revenge sound quality definitely is not worse than Bonk's Adventure. Sound engine wise it has more advance instruments. Degradation-wise, definitely not. It's not doing what Blood Wolf is doing, so the sound is not "dirty". It's not pushing the PCE sound hardware in anyway shape or form haha.
  7. Just wanted to say, Bonk came out in May 1990 and Sonic came out in June 1991. Did you mean Bonk's Revenge?
  8. Yeah but Altered Beast was at least interesting and fun to play. China Warrior is boring after a few minutes a game play, and after you realize each stage is just the same thing over.. it's a big let down. It might have had large sprites, but it wasn't technically impressive enough to overcome its shitty-ness. Coming from an NES, KC actually had some impressive colors! The gun guys were very impressive looking (and the color gradients). It was 10x better than CW. Fun is more important than impressive. Bonk definitely "saved" the TG16. Saved doesn't mean make it number one, or even 2nd place. The first two Bonk games gave the system some life and interest, especially among its more limited catalog. It did its job. Bonk helped fill a gap that was missing on the TG16. The problem with NEC, was that although they put in the large initial investment, they actually thought they would win the market over like they had done in Japan.. without any additional work. The problem with NEC, is that they weren't Sega or Nintendo.. top tier game developers. Even though Hudson did a lot of development for the PC-Engine in Japan, they still weren't in the same league, talent, and money/resources like that of Sega and Nintendo. The problem with NEC, is while the PC-Engine started off strong in software development - showing off some impressive initial titles, it eventually got regulated to "Famicom with knobs" tier development - the bar didn't raise much beyond that. And talent in the 'west' in no way matched top tier Japanese development. The system is capable of a lot more than what the average software displays, but they're nothing you can really do if the software isn't taking advantage of it - in the back catalog (Japan). They brought out almost all the best hucard titles at the time from Japan - and the first year or so of the TG16 had some strong titles, with the idea that they were only going to get better. But subsequent titles from Japan starting getting lower and lower scores in magazines like EGM (which always rated TG16 games lower than other magazines, and were always more critical of the system). But all of it didn't really matter much - CD development was replacing hucard development. More mature/advance titles were showing up on CD. Even if NEC had been quite successful in NA, all things as they are now, they were living on borrowed time. The switch of medium from hucards to CDs in Japan, spelled eventual doom for the TG16 hucard console. The Turbo Duo was a welcome reboot. But it definitely was not for the masses. For the longest time, the SegaCD softs were just garbage in comparison (IMO - I didn't care for anything that was coming out on it). Of course this is more on TTi's side, but they really should have brought over many more CD titles. Considering the profit margins were higher because of the extreme low cost of CD projects, it was more criminal that a lot of CD games got left in Japan. TTi/NEC should have done a lot more in this department. I ended up importing a lot of CD games from Japan back in the day. Children needed mascots. I definitely didn't a need a mascot. Also, how is the SMB series "not really anything special"??? Are you kidding me? Especially by the time you get to SMB 3, it's an incredibly impressive marvel of game design, mechanics, and polish. You literally had nothing of it's equivalent on any EU computer, or Sega and NEC consoles at the time. Matter of fact, the PCE never got an equivalent of SMB 3 even in its catalogue, let alone even SMB 2 USA.
  9. The processor has nothing to do with it. Opcodes don't 'give' you a feel or have any sort of impact of feeling to a game - game logic does. If the game logic is translated 1:1, then it's a 1:1 port 'feeling'. The CoCo 3 port is definitely superior to the Colecoversion port. Also, some where noted in this thread that the SMS VDP is 16bit.. it's not. Not that it even matters at all (speed/capability matters, not bits), just saying - because Sega Retro site has atrociously glaring misconceptions and technical errors, and that's where I'm assuming that was picked up from.
  10. Judging by the palette of colors used, the Atari ST was the source for all these ports. The 512 color palette maps too suspiciously clean to the Amiga version, which is a definitely tell tale sign that the original was ST. More surprising here, is that the MD/MCD versions use the same 512 RGB palette as the ST version, can show more colors than the ST, and yet it's missing some colors. What's up with that???
  11. I can't really tell, but it looks like the colors are messed up too. If all your games are showing this behavior, then it's probably an issue with the VCE. I would check for rot in the traces to the VCE (data bus). If it's both res and colors like that, I highly suspect that's what it is.
  12. It's a really old trick. You only need one venue to play it for that to be true haha. In my city, I have a few friends that direct and create micro budge films like this (there's a community here for it). Even when covid wasn't causing issues, it was relatively easy to find a distributor to pick it up (horror, dark humor, action, and sci-fi sell even if it's micro budget). Hell, the last one I was in that my friend directed and produced, premiered it in "LA" haha. A tiny little theatre in Hollywood showed it. There's definitely an audience for this kinda thing (even world wide - one of ours got picked up for distribution in Japan). Props for the shirts! I wrote a program to display/animate graphics on a pc-engine (running on a real pc-engine) - and it was used during the set of a post apocalyptic micro budget movie.
  13. No, but there's a 'range of accuracy' you can get to. And then there are what the developers used to create their art assets. For one, Japanese TVs are slightly different than US/NA sets. They're calibrated to a different k/temperature. And that assumes all developers had perfectly calibrated sets. I think the problem is much more pronounced on the NES simply because you have games that use one or two shades of colors, in a way that might be different than another game. Color is still highly relative to perception of other colors arounds it. You can have a color that's brown, or olive, depending on the surrounding color (and the context of what the color supposed to represent in pixel art too!). That said, PC10 is so utterly wrong for an NES palette hahaha.
  14. PCE CD sample disc has slightly different graphics for the first level (and better in IMO). Looking at vram for tiles in the PCE CD version (both retail and sample), they didn't use all the tile space for some reason (there are empty blocks).
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