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#sound#silpheed#game#mega#drive#audio#sega#games#fmv#cable

Discussion (38 Comments)Read Original on HackerNews
As the article points out, while it is an FMV game, it tries to fool you into thinking it’s a polygon based game. The Sega CD had no 3D capabilities at all (just 2D rotation and scale). But GameArts pulls off the FMV so convincingly, down to the aliasing, that it’s hard to understand (at least to my 12-year old self) how it could be anything other than 3D rendering.
It’s often panned as not the best shooter, but the gameplay was secondary to the experience. I don’t know how it would play for someone who didn’t experience it at the time, but it will always be one of my favorites on the system.
Silpheed by Sierra On-Line for the PC — ported from the Japanese PC-8801 — was similarly good, possibly the first game I played with a proper sound card. The MT-32 version blew my twelve-year-old mind.
I had a similar experience, as it came bundled[0] with the soundcard for my IBM PS/1 286, and it even had speech(!) during the introduction.
[0] https://pixelatedarcade.com/tech_attributes/overview/ibm-ps-...
(Stated confidently to ensure a correction if I'm wrong)
[1] https://www.youtube.com/watch?v=GMO_tdlUvnc
https://www.youtube.com/watch?v=gWVmPtr9O0g
I'm reasonably familiar with the hardware, I've written some games from scratch and I still have absolutely no idea how they did most of it.
Someone emailed me to tell I had a typo in the URL of the Silpheed article. This must have unlocked the bot maybe?
I was going to say the patch cable setup was just a passive aid to take the Mega Drive I's minijack stereo output (the big DIN AV connector on the rear only does mono) to a more serious two RCA jack setup. But looking at a schematic to check, it does do more stuff, and apparently connecting the patch cable will reroute stuff so the sound mixing is done on the Mega CD side, not the Mega Drive side (early Mega Drive revisions are somewhat infamous for showing that Sega hadn’t quite mastered the dark arts of analogue sound circuitry).
(I would double check some of this, but my Mega Drive / Mega CD setup isn't to hand, and the CD drive is broken anyway, although I understand the JP/PAL piano tune on the logo screen is all from the Mega CD side?).
On the MD2, they added audio output pins to the expansion port in addition to the existing audio input pins. This allows them to achieve the same effect with no mixing cable.
How they fit the Sonic 3D intro onto a sega mega drive _cartridge_!
It's low resolution at only 256 x 80, stretched vertically to the screen size.
It's only 16 colors so only 4 bits/pixel.
That comes to 10kb per frame.
A variant of Huffman coding gets it to 3.52kb per frame.
It's at 15 fps and is 12.5 seconds in length.
15 x 12.5 x 3.52kb = 660kb, which fits in a 4mb cartridge.
There is dithering to give the appearance of more colors, and it's done in vertical stripes rather than checkerboards because that compresses better. Then at runtime, every other scanline is offset by 1 pixel, and in opposite directions every other frame, so the dithering blurs back together to give the appearance of many more colors.
Yeah, it doesn't hold up by today's standards, but it was stunning in its day.
It was.
https://pixelatedarcade.com/tech_attributes/overview/ibm-ps-...
7 of the audio tracks are CDDA audio as well. I seem to recall playing those in my discman at the time.
These things aren’t mutually exclusive. This can be an awful game (which it is) and not be the worst game ever made. And as with anything, it has its strong points too, just that as a complete package, it can’t be called a good game.
I don't think the same adjective should be used to describe both both Trolls on Treasure Island and Silpheed. :P
If the author is around, super curious how they got to enjoy their workflow here in a side project, working with AI. This kind of situation, to me, is often where the joy is gone.
- I felt like Tony Stark inverting Möbius strip to solve time-space navigation with AI.
- Any idea or gut feeling I had, I could verify very fast.
- I had to write a mini Genesis emulator to test the pipeline and it was very pleasant to direct the LLM to write it for me (with clean code and architecture).