calimero wrote:to bad that I can not test it on real ST on TV though ....
shoggoth wrote:A small request though - could we trade '#' for something that maps better on emulators (control, shift)?
MM41 wrote:I'm waiting for the next stage , sprites collision?
dml wrote:shoggoth wrote:A small request though - could we trade '#' for something that maps better on emulators (control, shift)?
Yes that would probably be a good idea Sounds like there's an issue anyway with # on the kbd matrix interfering with movement so i'll investigate that later too...
dma wrote:If someone wants to build a game on this, i would love to compose music.
dml wrote:One of the things I was idly trying to figure out is how to play decent YM sfx on top of YM music. It would be great to have a YM music driver that can accept events from the code to trigger instruments - then it would be possible to just edit the sound fx in the YM tracker. But I looked around and I don't think anything currently supports that kind of external triggering. If you or anyone know of such a thing please let me know!
TheNameOfTheGame wrote:Is there an advantage to the CFR method over raw dithering (I mean performace-wise; is one less cpu intensive or less taxing on the system overall?)
TheNameOfTheGame wrote:Does CFR require locked 50Hz operation or will it work for us NTSC blokes at 60hz? I do have to plead total ignorance on the CFR method so apologies for that
Users browsing this forum: No registered users and 2 guests