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Excited to see it! No clouds though?The ruins.
View attachment 138
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Excited to see it! No clouds though?The ruins.
View attachment 138
While the BG is currently incomplete, it's intended to be a recreation of the VDP mockup's version of the background, which had no clouds.Excited to see it! No clouds though?
Ah I see. My brain can go crazy sometimes and forget things.While the BG is currently incomplete, it's intended to be a recreation of the VDP mockup's version of the background, which had no clouds.
I LOVE that invincibility theme. Everything else looks cool as well.
What have you done here?
That switch shifts you into the 'underwater background'. This is done via a couple of simple tricks; the switch both changes Sonic's palette and underwater state, and also acts as a pseudo-pathswapper, changing collision planes, allowing the player to walk 'behind' the foreground elements of the level. It was an experiment that I wanted to try out, but I have not designed a proper level around it yet.What have you done here?
I noticed that the sound test has 2 DACs listed, does this sound driver use DualPCM?Here is a preview of Fractal Sound - a software suite for all kinds of Mega Drive projects! I've worked on this sound engine for months, to create the best and most flexible sound driver I could for Mega Drive developers, with the aim to support trackers, modern musicians, and to be easily integrated into video games. I'm getting closer to reaching that goal, and so wanted to show everyone just what I've been cooking. However, I also need help with further development and testing, as all things are, this is becoming really time consuming. More info and a ROM preview will be posted in the Hardline Team discord server.
Considering Nat mentioned DualPCM briefly when he was referring to Fractal Sound in his SONAR dev diary, I'd assume so.I noticed that the sound test has 2 DACs listed, does this sound driver use DualPCM?