There’s a hack like this where you have to return the color back by looking for hidden monitors and it gradually brings the music back as well. It’s a bit short sadly
Sonic 1 like its music is so underrated. Because everybody just want to go straight without learning pathways secrets trap and gameplay. The game was challenging long hard and each level had its own magic universe with amazing ost.
@Krynek, but I like anime. But, I'm not like that. An example is Acchi Kocchi. Another is the Japanese version of the Kirby (the pink puff ball that inhales things and copies them, not a Pokémon) anime.
One of the most perfect game themes ever made imo. So many great memories. Call it nostalgia if you like, but it's really a great tune. Cool to hear it deconstructed so brilliantly.
the Z80 can be controlled by the 68000, and the Z80 has direct access to that the PSG, which is embedded in the VDP chip on the Mega Drive, allowing the 68000 to control it directly too
One idea for a Sonic game hack could be based on building up each song to it's final form as you play. To complete each stage requires you fully complete the song. It'd make for a very nice, atmospheric approach that slowly returns to it's roots.
And that was for Green Hill only, imagine how long it takes to deconstruct a song from a modern game! Sonic Team never fails to make amazing music. Not even in the most rushed games!
"It's fascinating that some channels actually sound kind of ugly on their own, but great when layered up." That even happens with acoustic instruments and voices. You'd be surprised as to how weird or "bad" some individual instruments or voices sound in some of one's favorite songs or pieces. - That's the nature of music, though... Oh, and the ability of great composers and mixers.
This video feels so happy it's hard to describe but those sounds building up make it feel poetic for some reason When you are in a sad moment alone and the positivity hits up and you find a base when the MD channel one comes out and then the rest is helping you to stand and making things better This comment was for sure a trip
Thank you very much for posting this video! This is one of my favorite video game themes, and I'm currently attempting to deconstruct and reconstruct this song for practicing chiptune composition. I was wondering, how in the world did you deconstruct the song like this?
Philip Walker sorry for the late reply! I used winamp with in_vgm plugin available here: www.smspower.org/maxim/Winamp/InVgm then I set it to write to disk as a wav, turned off and on channels as required! It's a little fiddly clicking settings back and forth but works really well.
It's a synthesizer, no samples. You can let it play all you want. That's why there are different samples that are shared together: There is a *funky* one, used in ACTION52 and TOEJAM AND EARL for example. A very *weak* one, used in SUPER HANG ON. A *Carribean* one, used in GREENDOG and TALE SPIN. Many other games used different drivers to achieve different sounds, e.g. PSYGNOSIS did a good job with LEMMINGS2 and the outstanding NU*ROMANTIC PRODUCTIONS. Jesper Kyd and Emi Shimizu are more examples of great FM componists. The Yamaha DX7, the famous FM keyboard used by so many 80s musicians, the AdLib/Soundblaster OPL2 (YM2812) and the OPN (YM2612, MegaDrive/Genesis) are all from the same era. You would get a Yamaha FM sound overkill in the mid-80s to the mid-90s if you had these devices :D RISKY WOODS for example uses a very, very well-known Slap bass that you will remind you of actual pop songs. By the way, the AdLib chip is being used in many phones today to create ringtones. We have one system at work that plays some funky FM ringtones.
Team Fusion I afraid if I couldn't help you they were all in opm files format...about samples I didn't find them in my computer...If opm is interesting here is the link www.mediafire.com/file/ynnygzowyzw/2612org+OPMs.zip#!
Dang this is really cool just as a listening experience, the single tracks followed by a buildup is very impactful to listen to I find. I think I will try and use such a technique in composition
I never understood soundchips/hardware as a whole but taking apart the song actually makes it really easy to see how other games use the Genesis sound font.
WOW! This confirms my suspicion that the SMS noise channel was used for the hihats; I did NOT however know that the PSG chip also helped out with some of the tune! Maybe you should do one of these for Sonic sound effects ;-) And confirm my beliefs that the jumping and "braking" sounds are in PSG and the ring and spring sounds etc are in FM ;-)
On the topic of the "SMS noise channel", I've noticed that this same "hi-hat" sound exists in other emulators including Gens, but not (or not as much) in Kega Fusion. This really bugged me so I had a search around for audio inclusive playthroughs on multiple models of actual Sega Genesis consoles (I don't have my own), and the music from them actually resembled Fusion's more than anything else, especially when Fusion's Sound -> Filter setting is active. I'm not sure what else to make of this.
@@billforigno SMPS sound driver just about always uses PSG periodic noise hi-hat cymbals but Cube uses FM periodic noise hi-hat cymbals. Also Kega Fusion is a rather bad example of SMS noise channel investigating, real hardware PSG noise was never that quiet, if you want a 99% near identical emulator of real hardware PSG noise channel then it's got to be Regen.
I have the in_vgm.dll for roughly 10 years on my computers. Disabling the SN and only let the YM2612 do the job was great. E.g. slowing down the GHOSTBUSTERS' "DEEP HOLE" to 48Hz and disabling the SN makes a great song that got burried under the annoying TI SN's sound. Channel 2 is usually the bass in the Sonic soundtracks. Best thing is the groovy bass line in TOP HILL ZONE. Try it. It's so Disco. Same with the fast bassline in ALLEYCAT (Turtles: Hyperstone Heist)
its because they are from an 8-bit console the genesis has backwards compatibility with the master system, so it can use its music channels as if theyre actual genesis music channels
@@dipflipdf I'm mostly used to SNES, which is what I had when the 16-bit gen was current. The music on SNES was sample based, but I also recall some games having sounds that resembled NES. They must have also been wavefroms because they sounded too crisp and uncompressed to be samples. I just love how consoles from that era created pure greatness out of their limitations.
This goes for every game with channel-based sound. If the sound is programmed into the same channel as a set of notes in a music track, it interrupts it until the sound stops. This means that it also happens with the NES, Game Boy, SNES, GBA, and many more.
in most cases its one composer, who using tools to compose the track: How to make Sega Genesis music (in 1994) -> ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-WEvnZRCW_qc.html
is there a program that deconstructs genesis songs? I'd really like to hear all of these instruments fully separately. i know there's an nes program that deconstructs tracks but does that work for songs on the Sega Genesis?
@@greenchillzone7090 Do you remember the website they say for listen the channels individualy? cause i remember seeing here, but now, i forgot the website.
It's nice to hear what this zone's theme sounds like when it's deconstructed like this please could you also do this for other sonic levels as well if you could I'd greatly appreciate it and would love to hear what other zone themes would sound sound like when deconstructed
The reason it's complicated like lots of game music with 4 channel (also look at MOD/s3m for examples) is the notes and instrument instructions weaved between channel to make tge most of tge channels space. Also when echo (repeated quieter notes) were involved. Also same on SID chip music of Commodore 64. And MOD (MOD/XM) music jazz jackrabbit 1/2 PC game.
I don't think so, but some Genesis emulators allow you to turn on and off the separate sound channels. You could record them individually with a program like Audacity and then synchronize them together. That's how I did a PXP3 remix from a Genesis emulator recording.
I use Gens, the one which shows a weird fuzzy colorful screen when you first open it. It uses a lot of CPU though so best not to use it too long on a standard laptop
LimeGreenTeknii there's a program called "RYMCAST" that can play back Sega Genesis / MegaDrive music, and isolate the individual tracks. All you need is the VGM/VGZ file of the music, easy to find, and then you can save a WAV of each track! Have fun.
+Bro That's a bad way to do it, you can just download the VGM file for the music (google it) and then use a program called towave to isolate the tracks as WAV files
Yep- they used EVERYTHING available in their arsenal. What is also interesting- every channel could only play ONE note at a time- to chords. But with availability of 6 channels plus DAC here was decent amount of place for music notes.
There is a ROM HACK Called Sonic Color Contrast that actually breaks up the song like this. However, you just hit 1 monitor with a music note on it to revert the music back!
If you listen to Sonic 1 OST by channel you'll listen that there are various channels that are used for one specific sound at only one specific moment of the loop. I don't know why it is like that though.