ChanServ changed the topic of ##yamahasynths to: Channel dedicated to questions and discussion of Yamaha FM Synthesizer internals and corresponding REing. Discussion of synthesis methods similar to the Yamaha line of chips, Sound Blasters + clones, PCM chips like RF5C68, and CD theory of operation are also on-topic. Channel logs: https://freenode.irclog.whitequark.org/~h~yamahasynths
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<ValleyBell> cr1901_modern: What we know as "SMPS" is SEGA's standard sound driver. The earliest versions of it have been used by Arcade games like OutRun and Space Harrier.
<ValleyBell> I know that the version used by games on the Master System and the Z80 version used on the MegaDrive are very similar code-wise.
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<andlabs> the name "SMPS" comes from some leaked demo program I don't remember what it was; we don't know what the driver(s) were actually called, if tey did have a name
<andlabs> oh that reminds me
<andlabs> ValleyBell: do you happen to know what hte current gold standard in listening to PC-88/98/X68000 music is? VGM files? Hoot?
<superctr_> most official documentation does not use SMPS
<superctr_> the 32X documentation includes documentation for an SMPS deriative called "68000 Sound Driver V3.0", which in turn makes references to "M5 Z80" (probably referring to Mark 5, an early name of the mega drive)
<superctr_> that 32X sound driver was only used in Darxide, AFAIK
<superctr_> The SMPS source code in the Pico SDK also does not use "SMPS" anywhere either
<cr1901_modern> So it's like Nemesis Compression- def not the official name, but we know Sega provided it as part of their dev kit's stdlib
<andlabs> kinda
<andlabs> I do know that a handful of third-party games used it but I'm not sure how
<superctr_> the Megadrive SMPS was only provided by SoJ
<superctr_> SoA provided GEMS, and SoE pretty much told their third parties to roll their own sound drivers
<superctr_> in the 32X era, it changed a little bit with SoE (at least) providing the "68000 Sound driver 3.0"
<andlabs> right, my point was more I'm not sure how much SoJ provided SMPS at all
<superctr_> they had no "mainline" version of SMPS, they would just provide all the (sound-related) source code and assets for some game as an example
<superctr_> for example, the version of SMPS that Treasure used was based on Moonwalker, as is obvious as the Yuyu Hakusho prototype had leftover music from that game
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<cr1901_modern> ej5: That poor motherboard :(... I mean, I'll give it a good home if you can't salvage it :P
<ej5> heh, not sure what the issue is
<cr1901_modern> disassemble the BIOS (don't actually do this)?
<ej5> meh
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<andlabs> be Eagle PC
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<cr1901_modern> ej5: Again, if you ever not want that board I'll take it off your hands. Might be a fun bucket list project
<cr1901_modern> to revive it