Samurai Shodown / Samurai Spirits

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Apply to headerless rom.


-  Patch  -

MSU1 Patch v1.04 (by Conn & Cubear)
Code:
https://mega.nz/file/jawk0aqI#HFXhMUe9uUlfJbDQsXtfE8x3nEKWixx1hkzR0rv_38w

Patch Changelog (Click to view):


-  PCM Packs  -

Neo Geo (Arcade/AES/MVS) (by Relikk)
Code:
https://mega.nz/file/4ngR0IJZ#T-1Q1aZgbYTVM-1nOnrC3r06oQYnDjDkugIcfB0p1Bo

Neo Geo CD (Arranged) (by Relikk)
Code:
https://mega.nz/file/Mqg0kToY#ormRmS_VwX-7LV6S8QgWPtEgV5e3whzwNZxEd6L-jH0


-  Track Map  -

Code:
https://docs.google.com/spreadsheets/d/1lJy51NZzvYzrHBOQaI5RBu5h8mdU14JKOFDi5X1YnkE


Last edited by Cubear on Sat 8 Jan 2022 - 0:42; edited 11 times in total
Cubear
Cubear

Samurai Shodown / Samurai Spirits - Page 2 Image211

Since : 2021-11-17

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Samurai Shodown / Samurai Spirits :: Comments

Cubear

Post Tue 11 Jan 2022 - 21:48 by Cubear

Señor Ventura wrote:So, the only way to go to save spc700 resources (in terms of bandwidth), is to rewriting the sound engine itself to not transfer all the music samples... but, well, at least possible it is i think.


well sure, but I think the SNES is limited to 16khz quality samples, I'm not sure it'd see a significant bump in quality for the amount of work that would go into it... it might actually wind up being precisely the same. I haven't looked into the bitrate of the samples as they currently are.

If you mean about loading more samples to use you wind up having to rewrite even more of the game's code to even utilize the new samples..   I wouldn't say it is impossible but it would take somebody very dedicated to this title and good at hacking (which I am not)

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