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Post by Mathius on Sept 7, 2018 23:48:54 GMT
Sure, take full advantage! It's just interesting to know because you've managed to coax some impressive sounds out of it on these vids. I was having the exact same thoughts. There's a punchy-ness to the percussion that really makes all the difference here. I only wish early developers made such strides for greatness bitd.
I'd like to hear some Sega arcade examples. The sound drivers Sega used in their arcade games are legendary (especially to me personally) that no home console really ever captured. Space Harrier, Outrun, and/or After Burner II would be nice to hear especially with these knee-cracking drum samples!
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Sept 8, 2018 0:40:13 GMT
Oh yea, I'm on Soundcloud @ soundcloud.com/user-716572978You'll find all my TG16/PCE stuff there, as well. If you look elsewhere on my Youtube channel and Soundcloud page, you'll also find a lot of Atari 8-Bit chiptunes, if you're into that sort of fuckery, lol. Followed.
Would be nice to have the PCE stuff bundled into an album. Just sayin'. Yea, the best I can do for ya right now is a playlist > soundcloud.com/user-716572978/sets/turbografx-16-pc-engineNot enough PCE tracks yet to warrant an album, imo... I'm not even sure what the difference between an album and a playlist on Soundcloud is, tbh, haha
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Post by sunteam_paul on Sept 8, 2018 7:36:55 GMT
Followed.
Would be nice to have the PCE stuff bundled into an album. Just sayin'. Yea, the best I can do for ya right now is a playlist > soundcloud.com/user-716572978/sets/turbografx-16-pc-engineNot enough PCE tracks yet to warrant an album, imo... I'm not even sure what the difference between an album and a playlist on Soundcloud is, tbh, haha I think it just means you can give it a nice cover to make it look more legit. I did it with my rubbishy Engine Noise album soundcloud.com/sunteam_paul/albums
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Nov 10, 2018 5:17:23 GMT
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Post by Mathius on Nov 10, 2018 5:49:58 GMT
Excellent!
Query-How much of the PCE's RAM does your SOR file typically take up? It's sample heavy, so I was wondering if something that high quality would've been feasible alongside the rest of the game code?
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Post by Galahad on Nov 10, 2018 6:23:58 GMT
Awesome
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Nov 10, 2018 23:57:59 GMT
Excellent! Query-How much of the PCE's RAM does your SOR file typically take up? It's sample heavy, so I was wondering if something that high quality would've been feasible alongside the rest of the game code? Not sure about the Work RAM... I guess that would depend on how you code your sound player in your game/demo. If you're referring to how much ROM space is used, i mean the HES file is 123KB, but the ROM output from Deflemask is notoriously bloated and un-optimized... if you ran this through Elmer's Huzak app, who knows how much you could crunch this down. If written from scratch in MML/ASM, again, who knows? Possibly just a few hundred bytes. It's really not a complex song... It's just sounds nice, because it's Yuzo. I could probably do a bit more with the module as far as optimization as well, but once I have the sound I want, I generally stop. Also, the samples I'm using here are rather high quality, so if you were to use them in an actual game, you'd probably want to resample them to either 15KHz or 7KHz. Or use PSG/chip drums. The tune is a bit sample heavy, I think there are half a dozen samples used, but also keep in mind that you can reuse that same set of samples for every song in the game.
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Post by Mathius on Nov 11, 2018 5:04:49 GMT
Excellent! Query-How much of the PCE's RAM does your SOR file typically take up? It's sample heavy, so I was wondering if something that high quality would've been feasible alongside the rest of the game code? Not sure about the Work RAM... I guess that would depend on how you code your sound player in your game/demo. If you're referring to how much ROM space is used, i mean the HES file is 123KB, but the ROM output from Deflemask is notoriously bloated and un-optimized... if you ran this through Elmer's Huzak app, who knows how much you could crunch this down. If written from scratch in MML/ASM, again, who knows? Possibly just a few hundred bytes. It's really not a complex song... It's just sounds nice, because it's Yuzo. I could probably do a bit more with the module as far as optimization as well, but once I have the sound I want, I generally stop. Also, the samples I'm using here are rather high quality, so if you were to use them in an actual game, you'd probably want to resample them to either 15KHz or 7KHz. Or use PSG/chip drums. The tune is a bit sample heavy, I think there are half a dozen samples used, but also keep in mind that you can reuse that same set of samples for every song in the game. That's what I was kinda afraid of. PSG drum sounds on the PCE can be tinny and distracting when used unimaginatively.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Nov 11, 2018 19:38:53 GMT
Not sure about the Work RAM... I guess that would depend on how you code your sound player in your game/demo. If you're referring to how much ROM space is used, i mean the HES file is 123KB, but the ROM output from Deflemask is notoriously bloated and un-optimized... if you ran this through Elmer's Huzak app, who knows how much you could crunch this down. If written from scratch in MML/ASM, again, who knows? Possibly just a few hundred bytes. It's really not a complex song... It's just sounds nice, because it's Yuzo. I could probably do a bit more with the module as far as optimization as well, but once I have the sound I want, I generally stop. Also, the samples I'm using here are rather high quality, so if you were to use them in an actual game, you'd probably want to resample them to either 15KHz or 7KHz. Or use PSG/chip drums. The tune is a bit sample heavy, I think there are half a dozen samples used, but also keep in mind that you can reuse that same set of samples for every song in the game. That's what I was kinda afraid of. PSG drum sounds on the PCE can be tinny and distracting when used unimaginatively. Honestly, the drums still sound nice resampled to 16khz and 8khz (the closest Deflemask allows to the PCE's easily accessible PCM sample rates). I could probably get PSG drums to sound pretty nice, but I'd need to remake the song in speed-1 timing, since Deflemask's white noise support suuuuuuucks. I recreated the Telenet drums in PSG form for my Gaiares TG16 cover, so powerful (i mean kick you in the balls powerful) PSG percussion is definitely doable on the PCE/TG16. It's just frustrating to do with Deflemask.
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Post by Mathius on Nov 12, 2018 22:08:04 GMT
You weren't kidding they were like steel bars across the knees hard.
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Post by elmer on Nov 13, 2018 2:53:57 GMT
I could probably get PSG drums to sound pretty nice, but I'd need to remake the song in speed-1 timing, since Deflemask's white noise support suuuuuuucks. ... PSG percussion is definitely doable on the PCE/TG16. It's just frustrating to do with Deflemask. Yep. It *should* be possible to use Deflemask's ARP/WAV macros to change between noise/tone and to change the noise frequency ... they're processed every 60th, whatever the "speed" timings are for the rows themselves. I added that capability to Huzak for michirin9801, and it can be tested/heard when you play the rom in mednafen. Delek said that he'd add the capability to the next version of Deflemask, but that's been a long time coming.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Apr 8, 2019 9:08:15 GMT
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Post by spenoza on Apr 8, 2019 23:55:50 GMT
On the one hand, I think this Raiden remastered thing is a very cool idea. On the other hand, it is frustrating that the easiest way to make this happen is using PCE-style tracker tunes in CD audio instead of playing natively. But the latter would be massively hard to engineer.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Apr 9, 2019 0:11:00 GMT
On the one hand, I think this Raiden remastered thing is a very cool idea. On the other hand, it is frustrating that the easiest way to make this happen is using PCE-style tracker tunes in CD audio instead of playing natively. But the latter would be massively hard to engineer. Yea, it would be much nicer if it could be played natively. Not only would it be more authentic, but would allow room for 3 total soundtracks that can be chosen. That's far, far beyond any of my romhacking abilities, however. I have a suspicion that the PSG music code from the HuCard version might still be latent and unused in RAM on the Super CD version. I know there are wavetables loaded up in channel-RAM that never get used, I've seen them in Mednafen's debugger. If that is, in fact, the case, it could be easier to implement than one might think... though still way out of my league. :/
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Post by spenoza on Apr 9, 2019 0:55:57 GMT
And however cool it is in theory, I don’t think the payoff would be worth the investment, so to speak.
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