Also, o7s in chat for the lorem ipsum header in the menu, it's been replaced 🫡
#indiegamedev #foxbladefable
Mesen2 and Geargrafx have updated ADPCM speed to 32100 in their codebases, although you may need to wait for a formal release.
TurboEverdrive Pro updated firmware this week:
krikzz.com/pub/support/...
Mesen2 and Geargrafx have updated ADPCM speed to 32100 in their codebases, although you may need to wait for a formal release.
TurboEverdrive Pro updated firmware this week:
krikzz.com/pub/support/...
Fixed some bugs in the soundbank tool also - it turns out the SPU just literally never resets a voice's ADPCM decoder state, even if you assign a new sample address lmaooo
#programming #ps1 #gamedev
Fixed some bugs in the soundbank tool also - it turns out the SPU just literally never resets a voice's ADPCM decoder state, even if you assign a new sample address lmaooo
#programming #ps1 #gamedev
Hopefully will help fix inexact descrambling emulation.
Fujitsu CG47 gate array from 1999
Kindly donated by @Rolel42
Hopefully will help fix inexact descrambling emulation.
Fujitsu CG47 gate array from 1999
Kindly donated by @Rolel42
We have a tracking spreadsheet that you can contribute to, and the link to the test ROM is in cell A-1.
You will need to run this on a CDROM-based system (as only CDROM systems have the ADPCM unit).
docs.google.com/spreadsheets...
We have a tracking spreadsheet that you can contribute to, and the link to the test ROM is in cell A-1.
You will need to run this on a CDROM-based system (as only CDROM systems have the ADPCM unit).
docs.google.com/spreadsheets...
- TerraOnion (SSDS3 was slow),
- Analogue (test not working on Duo, as ADPCM hardware not active from HuCard images)
- Ootake (test not working properly on ver 3.06 - possibly the ADPCM counter is not implemented as 17-bit )
- TerraOnion (SSDS3 was slow),
- Analogue (test not working on Duo, as ADPCM hardware not active from HuCard images)
- Ootake (test not working properly on ver 3.06 - possibly the ADPCM counter is not implemented as 17-bit )
Highlights:
- ADPCM support in SB mode
- pgusinit won't complain your BLASTER variable is malformed (unless it actually is)
- Revamped MPU-401 that acts more like a real MPU-401 and uses way less SRAM
and more in the changelog!
Highlights:
- ADPCM support in SB mode
- pgusinit won't complain your BLASTER variable is malformed (unless it actually is)
- Revamped MPU-401 that acts more like a real MPU-401 and uses way less SRAM
and more in the changelog!
github.com/neogeodev/Ne...
Useful to get clean samples without BGM and to find possibly unused content 1/2 🧵
github.com/neogeodev/Ne...
Useful to get clean samples without BGM and to find possibly unused content 1/2 🧵
1) This really only affects long-running ADPCM-based animated scenes (not many, as most use CDROM).
2) Some emulators can't play the ROM properly because they don't properly implement the 17-bit ADPCM sample length counter.
More information soon.
1) This really only affects long-running ADPCM-based animated scenes (not many, as most use CDROM).
2) Some emulators can't play the ROM properly because they don't properly implement the 17-bit ADPCM sample length counter.
More information soon.
SCSI/CDROM
Sound (PSG, ADPCM)
KING processor (DMA, backgrounds)
MJPEG processor
Backup memory (internal/external)
...I'm surprised that it shows anything yet.
SCSI/CDROM
Sound (PSG, ADPCM)
KING processor (DMA, backgrounds)
MJPEG processor
Backup memory (internal/external)
...I'm surprised that it shows anything yet.
Legend of Xanadu has very long animations (3 to 5 minutes) with ADPCM playing in the background. Some emulators gradually de-synchronize after a couple of minutes.
We found out why.
Legend of Xanadu has very long animations (3 to 5 minutes) with ADPCM playing in the background. Some emulators gradually de-synchronize after a couple of minutes.
We found out why.
akiba-pc.watch.impress.co.jp/docs/news/ne...
>NEC PC-98シリーズ用のCバス音源ボード「PC-9801-86」にADPCMを追加できるボード。「新ちびおとR」後継品にあたる製品で、パーツは基板実装済みながら、組み込みにはOPNAへのはんだ付け作業が必要。
同人ハードの世界
akiba-pc.watch.impress.co.jp/docs/news/ne...
>NEC PC-98シリーズ用のCバス音源ボード「PC-9801-86」にADPCMを追加できるボード。「新ちびおとR」後継品にあたる製品で、パーツは基板実装済みながら、組み込みにはOPNAへのはんだ付け作業が必要。
同人ハードの世界
i was so tired last night thank you three again
i was so tired last night thank you three again
Here's what I'm thinking so far:
- Instruments are imported into the DAW in SFZ format.
- Reverb is applied with github.com/BodbDearg/Pl...
Here's what I'm thinking so far:
- Instruments are imported into the DAW in SFZ format.
- Reverb is applied with github.com/BodbDearg/Pl...
FM音源部は4オペレータFM音源4音、SSG音源3音、ノイズ1音、ADPCM-A(18.5kHz)6音、ADPCM-B(※YM2608のADPCMと同等、2kHz~55.5kHz可変)1音となっています。
この音源はタイトーのF2システムをはじめとしたアーケードゲーム基板や、SNKのネオジオなどに採用されました。
メガドライブに使われたYM2612(OPN2)と比較すると、FM音源の同時発音数こそ減っているものの、充実したADPCM音源によりあの重厚なサウンドを鳴らすことが可能になっています。
FM音源部は4オペレータFM音源4音、SSG音源3音、ノイズ1音、ADPCM-A(18.5kHz)6音、ADPCM-B(※YM2608のADPCMと同等、2kHz~55.5kHz可変)1音となっています。
この音源はタイトーのF2システムをはじめとしたアーケードゲーム基板や、SNKのネオジオなどに採用されました。
メガドライブに使われたYM2612(OPN2)と比較すると、FM音源の同時発音数こそ減っているものの、充実したADPCM音源によりあの重厚なサウンドを鳴らすことが可能になっています。
145 speech files, 9 seem empty, longest is the sleeping/snoring sample. Exact format unknown, looks like a 4-bit ADPCM variant, not VOX or IMA.
Full dump: furrtek.org/noclass/runa...
145 speech files, 9 seem empty, longest is the sleeping/snoring sample. Exact format unknown, looks like a 4-bit ADPCM variant, not VOX or IMA.
Full dump: furrtek.org/noclass/runa...
Mono 24000Hz DVI IMA ADPCM with 2048 byte header was what I ultimately landed on
Mono 24000Hz DVI IMA ADPCM with 2048 byte header was what I ultimately landed on
web.archive.org/web/20110430...
This 1986 SNK arcade game had the incredible technical flex of a song with full vocals, using a special ADPCM chip. The slapdash EN localization simultaneously ruined it & made it oddly evocative—
web.archive.org/web/20110430...
This 1986 SNK arcade game had the incredible technical flex of a song with full vocals, using a special ADPCM chip. The slapdash EN localization simultaneously ruined it & made it oddly evocative—