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You can't simply take a 32x ROM, burn it on a CD and expect it to work on CD32X.
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Try changing file extension of the ROM from .32x to .md, just in case
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Hi! This is a tentative post to see how much community interest the project could potentially generate. For the next iteration of the Cacoward-winning Doom 32X Resurrection project we're hoping to create a custom WAD that would combine re-imagined Thy Flesh Consumed and the first chapter of Doom 2 in a single bundle, so to speak. A total of 15 to 20 maps would be ideal. The guidelines are as follows: Adhering to the originals isn't necessary or encouraged, but you may still do so if you want. You can use all vanilla Doom 2 items and bestiary except for the PE and AV. The texture set is going to be limited due to space constraints: all textures from the original D32XR port + roughly 300KiBs are allocated for Doom 2 textures. Map geometry also needs to be simplified (limited use of stairs, no 2-sided linedefs) to avoid stressing the CPUs too much. You can use any of the Doom1 or Doom2 music Please reply to this tread or join our Discord if you wish to participate, so we can start working out the necessary details to get the project going. PS I'm still relatively new to this community and the amount of talent there is simply astounding. Good luck to everyone!
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Not only it has to emulate the SegaCD. It also has to emulate it in mode 1 and the 32X as well.
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It's not something you can "activate" at just your will alone. If the emulator doesn't offer SegaCD mode 1 emulation, then there's nothing you can do about it.
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https://github.com/viciious/d32xr/wiki/Compatibility-matrix
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In v3.1 Tower of Babel uses the ep2 sky, Hell Keeep - the ep3 one
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v3.1 is out: - Fixed sound initialization in RetroArch - Fixed save RAM support on the MegaSD and some early Mega EverDrive models - Fixed music on Refinery not looping properly - Increased music playback speed by about 5% - Changed sky texture on the “Tower of Babel” to match the original - Slightly sped up the melting screen effect on PAL systems - Music driver now precaches the entire VGM file in SegaCD word ram to reduce bus contention
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Nope, it's an oversight :) Thanks!
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Thanks. That SIGIL demake by Roebloz that you mention would need to be modified again to include the Cyberdemon and SMM. If anyone is up for it, they are totally welcome, but I think I'll pass :)
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Wolf3D is the best the SegaCD could manage on its own without the 32X and a RAM/ROM cart in Mode1.
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This turned out to be a fault on our part, which only affects certain emulators. The fix is on the way.
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I think you're confusing sound effects with music. First you said there were no sound effects. Then you demonstrated the music option being set to OFF or FM. So what exactly isn't working, the sound effects or the music? Either way it's a picodrive bug though UPD: just tried RetroArch on my mac and there's no in-game sounds there indeed. No idea why.. and to really drive it home, it's a picodrive bug. I'm not going to spend days trying to find a workaround for it, only to break something else in the end.
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Try changing sfx driver in the audio menu (in the game) to PWM. Report a bug to picodrive maintainers. Which Everdrive version?