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Mega man 2 rom nointro
Mega man 2 rom nointro








  1. #Mega man 2 rom nointro full
  2. #Mega man 2 rom nointro code
  3. #Mega man 2 rom nointro Pc

So, graphics and audio are emulated realtime. It's way more detailed and complicated than I can explain here. Sometimes I have to adjust timing so it doesn't show glitches and such.

#Mega man 2 rom nointro code

Actually, the emulation code runs slower than normal so it ends up writing to the VDC during active display - but since the PCE has no problems doing this (as opposed to quite a few other systems that can't), the job gets done. Instead, since the PCE's cpu runs 4x the mhz speed - there's just enough speed to emulate the NES APU (audio) and PPU (graphics) in real time. Normally, one would just completely re-write ALL the graphic routines for this type of project. The PPU has byte (8bit) read/write ports to the graphics chip the PCE can ONLY read/write WORDs (16bit) to the graphic chips (this is a big pain in the ass). The tilemap sizes are different (I have to use an hsync routine to make the 32 cell vertical map into NES 30 cell vertical map). The attribute table (set subpalettes to BG tiles) is completely different on many levels. The tilemap is a different format and arrangement than the PCE.

mega man 2 rom nointro

The tile/sprite 8x8 cell format is not compatible with the PCE. The NES PPU (graphic chip) is nothing like the PCE's (or Genesis for that matter), other than it has tilemaps and sprites. I don't know if you consider this a 'port' per se because and I didn't 're-assemble' any of the game code. Byte for byte, the 6280 is running the original 6502 code. This IS the original NES rom running on the PCE. Thanks to all that tested this for me, whether you had beat it or not.Ī little info on this (I had assumed the info on this was already common knowledge. )ĭon't worry, it will happen (someone already requested it ) And with CDDA tracks too as an option). Now if he would just port it to cd like Megaman 1. How much cpu/ram/etc resource does your adpcm player use? Blazing Lazerz uses samples for a lot of sound FX). And some games use samples for sound FX (i.e. There are PCE games that use two and three channels for sample playback (thought the third channel is usually not dedicated). Some are slow(unoptimized code), some use compression which takes more cpu resource.

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Depends on how efficient the sample playback routine is. Not a lot per se, but definitely more than normal channel sounds.

#Mega man 2 rom nointro full

SFII' runs much clearer samples through two channels at once and still manages to run SFII' at full speed, so the potential is there for it to not impact a full featured game. Pretty impressive the kind of action that a PCE can push using only 80% of its strength. Apparently Air Zonk's sound engine with merely decent samples used about 20% of 'cpu resource' (or whatever).

#Mega man 2 rom nointro Pc

For the pc engine to play "real sounds" does it really use up a lot of processor power or something?ĭepends on how well a game is programmed.










Mega man 2 rom nointro