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VAdaPEGA

@vadapega / vadapega.tumblr.com

Hi hi, I'm VAdaPEGA, a Freelance artist for all kinds of Digital Art, specialized in Pixel-Art. As a hobby, I modify vintage video games in various fun ways.   https://vadapega.carrd.co
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One thing I do when porting or composing music is to hide the PSG channels since I'd rather the FM take precedence, here's what this song sounds like when split between FM, PSG and the DAC & Noise tracks:

In my works, PSG is most useful for normalizing channel panning, since the YM2612 can only do full panning, no partials! It can also work as a good echo.

Sound Effects are also a big factoid so to avoid sudden stops in music channels, redundancy is necessary. In other words : despite the fact we have 5/6 FM and 2/3 PSG channels, in reality we only have about 3-4 channel polyphony.

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Gatoslip now has S&K lock-on features

For awhile I knew that S&K checked for the attached cartridge's header to execute it's code, but little did I know just how far one could go beyond just allowing a full version of Blue Spheres...

For this in particular, I put a dummy Sonic 2 header around the 3MB mark (game is too large and won't mirror) and exploit the fact it uses Sonic 2's Sound Driver loading routine by having code that hijacks the gamemode address table and runs its own code on top.

And I can go further than just a simple mock scene before Blue Spheres :

When you fit S2 into S&K, you get KtEiS2

When you fit Gatoslip into S&K, you get P&K

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