Probably Konami coders used National/Panasonic computers to test their MSX games.
Why ?
1) They are Japanese
2) The only joint-ventures between Konami and another company are
- A1-Spirit, a special version of F1-Spirit with an impressive Panasonic package (was sold with a steering wheel made by Pana Amusement Productions)
- F-1 Spirit 3D Special with FM music and released by Panasoft :
http://www.generation-msx.nl/software/konami/f-1-spirit-3d-s...
I prefer a regulator to adjust the SCC volume. This is a more appropriate solution.
You know, then how the musician adjusted the levels, right?
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No. I'm not sure about Manbow 2, but other games that included SCC hardware in the cart (usually Konami games) also utilise MSX standard internal PSG. The one that mixes with different level on different MSX models. How could we know what balance the musicians originally intended? We don't know what hardware they had, do we?
Ok. Now I understand. I don't remember... I think Konami, on Nemesis 3 manual, refers Sony computers PSG levels. I can't check it now...
Anyway I was talking about Manbow 2, Goonies and others Manuel Pazos (hardware) published games using external PSG.
Manually adjusting things is what I hate the most in games. I hate those PS3 games asking you to change the monitor brightness until something becomes visible. I am never sure if I will play with the proper settings.
Probably there is no other choice but to adjust that brightness manually nowadays. In a future, monitors and software may be able to communicate and auto-tune to provide all users the same experience.
Now that we have that possibility for audio in MSX (cartridges that are able to re-create the same audio experience that the musician designed, without having to tune anything), I cannot understand why do we complain. Back in the 80's including an additional PSG in the cartridge was expensive, but today it seems there is no extra cost involved. So, why complain about this nice feature?
Usually the work of musician isn't taken seriously.
go bugging the coder. has there ever been a game with PSG loudness menu?
< O > volume level -2 < > exit
no more need to throw hardware at it.
I prefer a regulator to adjust the SCC volume. This is a more appropriate solution.
You know, then how the musician adjusted the levels, right?
this needs software.
in the setup menu the user hits the trigger. one second plays the SCC, then is directly flipped to PSG.
it is easy to hear whether something is different.
the SCC plays a square wave at volume 15.
the PSG plays a square wave at volume 15 + GUI setup value.
the user dims the PSG to the same loudness.
now the chips are leveled.
the design of the artist be coming.
I dont think the volume levels of a PSG are precise enough: you would probably end up with a value thats either too high or too low compared to what the musician intended.
Some ppl say its not a problem, but I disagree, it becomes a problem if the instruments are designed to be 2 soundchips playing together.
I welcome an external psg.
in the setup menu the user hits the trigger. one second plays the SCC, then is directly flipped to PSG.
it is easy to hear whether something is different.
the SCC plays a square wave at volume 15.
the PSG plays a square wave at volume 15 + GUI setup value.
the user dims the PSG to the same loudness.
now the chips are leveled.
the design of the artist be coming.
What's the advantage of this with respect to the external PSG?
when the AY is too rough, set the AY below SCC and in a second step snip a tiny little bit from the SCC.
but the first step gotta be done on the AY.
its exponential volume means
it got a shitload of range
add/subtract a constant is like multiply/divide, the ADSR stays the same.
the advantage is that one doesnt need to throw hardware at what can be done in software.
no matter where you launch the game.
a quick hop to sound setup and thing is done.
even the emu may have different loudness levels in their config files
when the setup applet is good, thing is done faster than fiddle some emu sliders outside the window.