- 27/5/03
- 6,866
- 159
- Thread starter
- #101
Audio Overload
Một trình audio nghe được hầu hết các loại audio của các hệ máy, bao gồm:
Trang chủ:http://www.bannister.org/software/ao.htm
Một trình audio nghe được hầu hết các loại audio của các hệ máy, bao gồm:
Mã:
* AY - Amstrad CPC/Spectrum ZX/Atari ST
* COP - Sam Coupe
* GBS - Nintendo Gameboy
* GSF - Nintendo Gameboy Advance
* GYM - Sega Megadrive/Genesis
* HES - PC Engine
* IMF - PC-compatibles, various Apogee games
* KSS - MSX
* MDX - Sharp X68000
* MOD - Commodore Amiga
* NSF - Nintendo NES
* NSFE - Nintendo NES (enhanced tags)
* ORC - TRS-80 Orchestra-90
* PSF - Sony PlayStation
* QSF - Capcom QSound
* RAW - PC-compatibles with an AdLib
* ROL - PC-compatibles, AdLib Visual Composer
* S3M - PC-compatibles with a GUS or SoundBlaster
* S98 - NEC PC-98
* SAP - Atari XL/XE
* SCI - PC-compatibles, various Sierra games
* SNDH - Atari ST
* SPC - Super Nintendo
* VGM - Sega Master System/Game Gear
* VTX - Spectrum Vortex Tracker
* YM - Amstrad CPC/Spectrum ZX/Atari ST
Trang chủ:http://www.bannister.org/software/ao.htm
#
no$gba/wifi can send/receive packets, commercial programs are still getting stuck somewhere in transmission. For example, with pictochat, slave machine(s) are realizing when a master machine is creating a chat room, but the slaves aren't sending response packets to the master. Probably due to some still undiscovered status/control bits. I've added a bunch of new info about wifi hardware in no$gba help text (debug version). Additional info on the missing bits and bytes would be very welcome!