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Toy Story's Hardware Defying Music - How We Did It 

Coding Secrets
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In this episode of Coding Secrets I explain how we achieved possibly the only ever example of four channel PCM music on a Sega Genesis.
Is That You or Are You You by Chris Zabriskie is licensed under a Creative Commons Attribution license (creativecommons.org/licenses/...)
Source: chriszabriskie.com/reappear/
Artist: chriszabriskie.com/

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1 июл 2020

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Комментарии : 326   
@andymanaus1077
@andymanaus1077 3 года назад
I'm always impressed by how innovative programmers got around the hardware and memory limitations of the early systems. Their ability to coax consoles to do so much more than they were ever designed to do, seems miraculous. Modern programmers really are spoiled by comparison.
@tylisirn
@tylisirn 2 года назад
Having programmed through all these years the changes have been incredible. Almost everything I learned is now wrong. I remember when memory was precious and fast, running synchronously, or almost, with the CPU. Lookup tables could speed up complicated operations (like here the pitch and volume LUTs saved a number of divisions and multiplications), but each LUT took up a lot of your precious memory (only handful of megabytes!). Now you have all the memory you could want to make look up tables, but memory is glacially slow and lookup tables blow your CPU caches, so it's faster to do complex math than look up a number in a big array! I remember when software implemented fixed point math was faster than even the built-in FPU math on a 486 (let alone simulated FPU math on a 386). Now floating point math is much faster thanks to better FPUs, pipelining and SIMD instructions (SSE). I remember when colour change effects were practically free (because you could do them by changing the on-screen palette), then they became really expensive when lost the palette in exchange for true-colour images, and then we gained GPU shaders and now we can do more calculations on every single pixel on screen than a game used to spend to draw the entire frame... A prototype I made back in the DOS days (that unfortunately never turned into a full game): ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-d6gLhPaLnAs.html I pulled so many rabbits out of my hat to make that happen. Probably half of my available memory was used up for various look up tables and caching the lighting to make it all happen...
@ryanskelton9548
@ryanskelton9548 2 года назад
@@tylisirnthe lighting effects really are impressive for a DOS game.
@keithsimpson2685
@keithsimpson2685 2 года назад
@@tylisirn These guys are just doing reactionary comments because they think modern workers are lazy you are bringing actual experience lol
@BradleyQuerruel
@BradleyQuerruel Год назад
@@tylisirn that looks awfully a lot like a simplified version of Alien Breed?
@tylisirn
@tylisirn Год назад
@@BradleyQuerruel The graphics were very much inspired by Alien Breed, you are correct. That's one reason why I never moved further than prototype stage (the graphics weren't stolen, they were custom drawn, but heavily inspired by.) The lighting system is much more complicated than AB ever had, but the gameplay and of course levels are mostly not implemented.
@technicalmachine1671
@technicalmachine1671 4 года назад
Surprised this much care went into a licensed game.
@KGR7Gamer
@KGR7Gamer 4 года назад
This is back when alot of licensed games were actually GOOD games.
@technicalmachine1671
@technicalmachine1671 4 года назад
@@KGR7Gamer Yeah, that's gonna be a no from me. They were decent at best.
@retro_boy_advance
@retro_boy_advance 4 года назад
KGR.7 haha noooo there were tons of bad licensed games even back then. You never heard of LJN?
@KGR7Gamer
@KGR7Gamer 4 года назад
@@retro_boy_advance oh yeah LJN no thank you. Yeah looking back at my comment a lot of licensed games were horrible but there are some pretty great licensed games from that time.
@nate567987
@nate567987 4 года назад
it's why the lego games took off
@slapshotjack9806
@slapshotjack9806 4 года назад
Man these videos make the engineers at sega seem like absolute rocket scientists
@TSAlpha2933
@TSAlpha2933 4 года назад
I'm pretty sure it would have been Jon and/or his cohorts who figured this out. If tricks like this were in the documentation from Sega, the Genesis would likely have had a lot fewer garbage-sounding titles.
@autobotstarscream765
@autobotstarscream765 4 года назад
*the engineers at Traveller's Tales
@Electrify85
@Electrify85 3 года назад
I'm watching this, and I'm thinking why isn't this guy (and the hardware engineers) curing cancer?
@autobotstarscream765
@autobotstarscream765 3 года назад
@@Electrify85 Completely different field of expertise?
@rafaellima83
@rafaellima83 3 года назад
@B3ro1080 Sonic 3D Blast was coded by the same very guy who's speaking on this video....... it was also made by Traveller Tales, as Toy Story was.
@superpowers04
@superpowers04 4 года назад
I love watching these, Not understanding them and then coming back and understanding them completely. Dunno why
@TigerDriver91
@TigerDriver91 4 года назад
its been nice going through them as he reuploads them!
@olosnahcraftsandmore8759
@olosnahcraftsandmore8759 4 года назад
a lot of it gets caught in your memory buffer and by the time you've come back your brain has fully uploaded the data into a data bank that is easily addressed. I think if we upgraded to USB3.0 we would allow a higher bit rate transmission. Sadly I think our brains would then need upgraded to handle USB3.0.
@SumeaBizarro
@SumeaBizarro 4 года назад
dude TL;DR: BLAST PROCESSIN
@profblack
@profblack 4 года назад
Olosnah Crafts and More Personally I would love to one day upgrade to an NVMe brain interface but for the foreseeable future I will have to be content operating on a 56k modem instead.
@PROPLAYEN
@PROPLAYEN 4 года назад
Nvidia brain
@CoLD.SToRAGE
@CoLD.SToRAGE 3 года назад
At Psygnosis Liverpool back in the 90s, I composed Tracker music on my Amiga A1200 for several MegaDrive games... far more preferable to using the internal soundchip FM channels, as I was never a fan of all those harsh and bell like sounds. 😉
@BradleyQuerruel
@BradleyQuerruel Год назад
you are a legend sir!
@hisham_hm
@hisham_hm 4 года назад
1:39 Blast Processing!
@lev7509
@lev7509 4 года назад
Is that a reference to a Sega Genesis-esque remixing channel?
@VoxelMusic
@VoxelMusic 4 года назад
You didnt have to make that reference.
@John231984
@John231984 4 года назад
@@lev7509 No it's a gimmic Sega used to sell to kids. "Blast Processing" Which isn't a real thing, was just saying that the sega games moved faster then nintendo. (Sonic)
@yasminesteinbauer8565
@yasminesteinbauer8565 3 года назад
@@John231984 DF Retro Extra: Sega's Blast Processing Was Real - But What Did It Actually Do? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-rvvL6S5Buiw.html
@Dark_Jaguar
@Dark_Jaguar 4 года назад
This reminds me of how Tales of Phantasia and Star Ocean on the SNES got around audio memory limits to stream vocal music, yet more complicated than even that. Very impressive!
@Zordiak
@Zordiak 3 года назад
Being a software engineer is so different now than what it used to be
@treemaniscool
@treemaniscool 3 года назад
Yeah now you just throw some shitty css into electron and tell people to install more ram :/
@Steambull1
@Steambull1 2 года назад
I love this game so much (Genesis version specifically), and the music is a huge part of it! The soundtrack has the appropriate the Randy Newman vibes, but also offers more "video-gamey," higher tempo stuff. About 13 years ago there was a couple weeks' period when I completed this game at least once per day (always starting with 1 life, which is the "hard mode" despite nothing else being affected).
@profblack
@profblack 4 года назад
I really appreciate how clever devs were able to get more out of less back in the day. These days you see popular games that are horribly optimised and only take advantage of the barebones aspects of a premade engine.
@darthvader2994
@darthvader2994 4 года назад
now it's just GrApHiCs which always end up looking outdated a few years down the line whereas a more stylised game will always look good
@iliyantrifonov
@iliyantrifonov 4 года назад
The current consoles are PC architecture because devs blamed the exotic hardware for not producing a quality game. But today we still have bad performing games(crashes, 20FPS, missing textures, etc.) - overall unenjoyable experience. Still even today there're some really good devs out there who are able to create amazing games on this limited hardware. As a gamer I wish more of them to show up and raise the bar.
@DanIel-fl1vc
@DanIel-fl1vc 4 года назад
If games today often are poorly optimized it's because the effort it takes to optimize them will only reduce loading times by a few seconds. More effort can instead be spent on the game which is why a lot of the best games made today are far superior to these old shitty games that were made in the 90s.
@gordonf5553
@gordonf5553 4 года назад
The one issue I see are games that take up half of your computer's disk space. Like wtf is all that shit, uncompressed textures??
@jaysefgames1155
@jaysefgames1155 3 года назад
@@DanIel-fl1vc is this even bait anymore
@GothAlice
@GothAlice 3 года назад
VGM has always held a soft spot in my heart. I've even managed to contact a few of my favourite producers over the years, including the Fat Man of Team Fat, which rocked my socks. A few games have really stood out in my brain, Jazz Jackrabbit being one of the biggest stand-outs from that era. Most games had General MIDI, which on an OPL FM MIDI synth… uh… *could* be… acceptable? Some had Roland MT-32 support, which actually entered the realm of sounding great. It's Jazz Jackrabbit that introduced me to the idea of a tracker not just being used for music creation or playback in isolation, but that a full 4- or 8-track MOD or S3M tracker could be used as *background music* just blew me away. There was nothing else quite like it that I could manage to get my hands on, other than dedicated demoscene demos. How on Earth was there time for this on my 386, I would think, while the fluid animation and scrolling of the game seemed entirely unaffected? (After nearly 30 years programming, of course, I'm now well familiar with terms like "thread quanta", "interrupts", "time slice", and "DMA". 😉)
@rommix0
@rommix0 2 года назад
Yay. Nice to see another Jazz Jackrabbit fan in the wild. It was the first game I ever played as a kid. The music is definitely the best thing about it.
@Chriva
@Chriva 4 года назад
I wonder what could be done with a slightly more capable 68k-based processor like the 68332 etc. They have a bunch of extra addressing modes that significantly boosts data transfer speed :)
@wishusknight3009
@wishusknight3009 4 года назад
In this scenario having a much larger sound buffer that was dual ported would make all the difference. But that would have cost a lot of money in 1989
@Chriva
@Chriva 3 года назад
@7MGTESupraTurboA I can certainly agree that they did the right choice. It was more a "what if" these days since it's a fairly simple processor to transplant and hack into systems. One can even remap the address base for internal devices in them. Quite fun little processors
@mxggo9046
@mxggo9046 3 года назад
@MageLocc Question: How much would that have increased the price? Not sure if that can be verified or not.
@prufrockrenegade
@prufrockrenegade 4 года назад
As someone with an audio engineering degree who enjoys making sample based music and retro gaming, this was right up my alley! Keep em coming!
@DMack6464
@DMack6464 3 года назад
You should ul some of ur music if you've not already
@alexandremondo
@alexandremondo 4 года назад
The "Doom style" stage in this game is pretty amazing! Better than Zero Tolerance.
@Thehauntedbubos-so3zo
@Thehauntedbubos-so3zo 10 месяцев назад
AtGames hates that stage because its too complex LOL
@utopua4all
@utopua4all 4 года назад
OMG, the soundtrack on the Genesis is surprisingly good.
@sjg_au
@sjg_au 4 года назад
It really is fascinating how you pulled some of these ideas off. I only discovered your channel yesterday and even though it's really not for everyone, I reckon it's bloody incredible stuff.
@ollpu
@ollpu 4 года назад
4:04 The result is peaking, I don't think there was anything other than summing going on there :D
@djrphotography
@djrphotography 4 года назад
I love how straight to the point and interesting these videos are! Subscribed.
@primus711
@primus711 3 года назад
Paula is a amazing sound chip and is actually 16bit and can do really high sample rates way ahead of its time and used in every amiga
@HollowedEmpire
@HollowedEmpire 4 года назад
That's awesome, and really in depth. The double buffer was a great aspect I didn't take the time to consider yet too. It's great to see this sort of thing in practice and appreciate all the nuances involved. Coincidentally, you also helped confirm my idea for a sound system I had geared towards the Virtual Boy. It was following similar principles of handling audio mixing by the main processor, so I could just send combined wave forms over for direct play by the sound hardware. The VB also had similar issues with needing to halt audio playback to update PCM. I didn't think to write it in small chunks though! Instead I was getting around it by leaving a "max note" constantly looping in PCM, and adjusting the volume according to what the current sample should be to fake frequency. This would include sound effects in the audio mixing so they aren't affected by the volume changes. Granted that is all on paper though and I haven't gotten to the actual code yet, but I believe it should be in the clear and your video helped give me confidence in it. To put my approach into the Genesis though I'd have to take a closer look at some specifics, such as if there is a global volume that could still adjust the PCM volume indirectly. And of course, if you have more insights on potential issues with this approach (for Genesis or otherwise), I'd really appreciate hearing it! But definitely digressing here, sorry haha. Very cool video and overall channel.
@strat5520
@strat5520 3 года назад
Just found your content. I LOVE this. I've wondered why there weren't more RU-vidrs doing this kind of thing.
@aixmcduck9321
@aixmcduck9321 4 года назад
I really appreciate th soothing quality of your videos, it makes for a very nice learning experience!
@keithsimpson2685
@keithsimpson2685 2 года назад
As a kid I didn't notice but going back holy crap Sega had a distinctive/horrifying often sound
@ddrjay
@ddrjay 4 года назад
So part of the development process is figuring out how to manipulate the samples to do what you need for the sound, then using that knowledge as your "instrument" to make the sound happen the way you wanted to. Incredible.
@FirstnameLastname-sb3hj
@FirstnameLastname-sb3hj 2 года назад
Holy shit, dude. This is an insane amount of effort just to get some subpar samples running through one channel of a Yamaha synth that can already play synthesized music over 6 channels. I love it. 10 stars, much respect.
@coastaku1954
@coastaku1954 2 года назад
Coming from Genesis Music Deconstructions, the DAC is legendary for producing amazing drum lines, then coupled with either channel 0 or 1, you get the fantastic Drum and Bass line for the level music. Also Panic Puppet Zone Act 1 is one of my favourite tunes and it's drum line is awesome
@superrayman3
@superrayman3 4 года назад
Maybe you should do a more technical video dedicated to horizontal interrupts, what they are, how they work, and what exactly they do. Just a thought.
@BabusGameRoom
@BabusGameRoom 4 года назад
There was always something special about Toy Story, and the Genesis game is no exception. I love these videos, because I learn about what made the game special. It was easy to overlook as a licensed game, but it stands out as a technical marvel not just among licensed games, but in the entire Genesis/Mega Drive library.
@MrGamer1992
@MrGamer1992 4 года назад
Going back to this video, I think a Sonic hack called "Sonic the Next Level" have used this method for its soundtrack and it is really good. You should look it up
@mxggo9046
@mxggo9046 3 года назад
sounds Great!...Wish they'd spent a little more time on color choice. However, level design, gameplay, and animation look superb!
@vonmatrices
@vonmatrices 4 года назад
Was this sound code possible during gameplay or only on menus and other "idle" moments of the game?
@Prizm44
@Prizm44 4 года назад
Good question
@Jimmy42222
@Jimmy42222 4 года назад
It’s only on menus - the actual music during gameplay is awful in comparison.
@compmanio36
@compmanio36 3 года назад
@@Jimmy42222 Or nonexistent. This game really pushed the Genesis to the max and it shows.
@daylightanimation
@daylightanimation 3 года назад
I think it was using most (if not all) of CPU power back then, so answer is most likely no = )
@atgn-0088
@atgn-0088 4 года назад
The Z80 blasts data to the Yamaha sound chip? Maybe all those "blast processing" commercials I saw for the Genesis as a kid had some validity 😆
@nate567987
@nate567987 4 года назад
they sorta did the "debunking" was a nintendo ad
@dcomo76
@dcomo76 4 года назад
Brilliant! Continue the awesome work on the videos!
@romeolz
@romeolz 4 года назад
Having this in first person adds so much (That you know what you are talking about)
@smellymala3103
@smellymala3103 4 года назад
I only ever programmed a MUD but I understand just enough that every video you make is really interesting and riveting!
@marcelofrau8818
@marcelofrau8818 4 года назад
I love these videos and this channel.. It would be very nice if you cover some 3d games also, like explaining how StarFox uses FX chip or how the Virtua Racing works using the co-processors to help handle the 3d rendered (or to render all the 3d at all and pass to the console)..
@user-ic3kt1eq1p
@user-ic3kt1eq1p 2 года назад
I'm proud of myself, I guessed this is how you did it when I heard the track lol. Love your videos btw.
@mauz4930
@mauz4930 3 года назад
Great minds like you do not exist anymore in the videogame industries... Every body just recipe the existent engines and tools... Nobody going over the limit of the existent with tricks . All following the big engines and just tuning them a little... So we have "flat" quality games.. Wich just try to become movies or tv shows.. instead impress visually the player with something never seen before and that essentially was impossible, but made it real by a great mind, those times are unfortunately gone Thanks for sharing your technical explanations and coding tricks.
@hansihinterseher9156
@hansihinterseher9156 3 года назад
Finally an episode I could follow 😎 - quite in contrast to all the graphics stuff 😑😂 But only because I've studied a lot of that audio stuff before. I absolutely love your channel 🥰
@Dee-Eddy
@Dee-Eddy 3 года назад
Then: great idea, now make it fit Now: decent idea, make it 55GB on launch and 100+ GB with everything that you need to fix it
@ameasureofpipps
@ameasureofpipps 4 года назад
Amazing video! Can we have a video on how the music for Sonic the Hedgehog was composed and then re-programmed in Sega's proprietary software?
@benmorrison6615
@benmorrison6615 2 года назад
Wonderful explanation! Thank you for sharing
@leajiaure
@leajiaure 4 года назад
I love how close to the (limited) hardware old game dev was. I develop is Javascript, which has got to be at least 6-7 layers of abstraction removed from the hardware. So cool!
@ElasticLove12
@ElasticLove12 3 года назад
This is some next level problem solving almost lost me towards the end but overall very impressed
@miket8830
@miket8830 3 года назад
pretty clever, nice work
@reydreem5705
@reydreem5705 2 года назад
These videos are great.
@Noone-of-your-Business
@Noone-of-your-Business 2 года назад
The horror. All these operations should be hardware functions with the code run on the CPU only having to call with a few bytes each. Then again, it is always great to see a clever mind at work. So I suppose that due to the sheer CPU load involved here, this music was only played in the intro when the CPU has got nothing else to do?
@KmF0X
@KmF0X 4 года назад
That's truly impressive, and now I wonder if a similar method can be used with the DPCM channel available in the 2A03/2A07 on the NES
@wishusknight3009
@wishusknight3009 4 года назад
The nes hasn't got an independent cpu to drive the sound chip. Nor any independent sound buffer as far as I know. It would be driven directly by the main cpu and essentially streamed right from the cart or main memory block.
@Icelink256
@Icelink256 4 года назад
There is indeed a homebrew soundtrack cartridge from a couple of years back, that does exactly that! I can't remember what it was called, though.
@big0bad0brad
@big0bad0brad 3 года назад
It's kinda a mess to do this on NES because you only have one CPU and the playback mode which automatically streams data doesn't use a format that's conducive to adding samples together. You'd end up having to manually write all the bytes, and it could probably be done for the case of just playing music with carefully written code, but running any other game code would probably mess up the timing.
@nthgth
@nthgth 4 года назад
It sounds a lot like SNES music! Amazing
@rayredondo8160
@rayredondo8160 4 года назад
Nicely done as always! I wonder if it's possible to do this (with less channels) during gameplay... hmm...
@jc_dogen
@jc_dogen 4 года назад
Actually, there are a few games that do 4 channels of pcm during gameplay. Skitchin is one example from back in the day, and nowadays you have games like Xeno Crisis (and probably some others that use SGDK). They aren't playing amiga mods though.
@CodingSecrets
@CodingSecrets 4 года назад
@@jc_dogen Pretty sure Skitchin uses 1 or at most 2 channels of PCM. The rest of the instruments are standard Genesis FM synthesis I think
@jc_dogen
@jc_dogen 4 года назад
@@CodingSecrets You could be right, I'm only passing on what I've read. But I do know SGDK does have a 4 channel PCM driver, with some limitations.
@CodingSecrets
@CodingSecrets 4 года назад
@@jc_dogen Just had a quick look at SGDK and it can do 4 channels of PCM but you are right about limitations as no pitch changes, so useless as a tracker. I'd imagine all the samples have to fit in the 8K Z80 memory too, but I might be wrong
@stephandolby
@stephandolby 4 года назад
Savaged Regime himself made a video on the subject of Mega Drive PCM quality: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-2W4yTL-9gZE.html You could also go the route of Titan Overdrive 2 by playing separate high-quality samples in sequence without any sort of channel trickery, but not everybody has eight megabytes of storage space to burn (with the majority just for sound). The YM2612 was very much a stripped-down version of the YM2608, and lost its ADPCM and most of its PCM capabilities in the transition. As to the Amiga, it was a great sounding system, but having two left and two right channels is a bit of a bind - it reminds me of 60s stereo recordings where singing would come from the left, and drums from the right.
@andrewholmes3116
@andrewholmes3116 3 года назад
This is the greatest channel on RU-vid. I love every single one of these videos.
@VandalIO
@VandalIO 3 года назад
Ingenious digital amplitude and frequency modulation
@olosnahcraftsandmore8759
@olosnahcraftsandmore8759 4 года назад
Awesome, totally awesome!
@ArtFluids
@ArtFluids 4 года назад
Do you think you'd ever post any Toy Story 2 Action Game videos? I'm interested in that game and I'm wondering how involved with it you were.
@nate567987
@nate567987 4 года назад
like wise I loved that back in the day
@Austrochad89
@Austrochad89 4 года назад
Love your channel mr. Burton
@davidbundgaard
@davidbundgaard 2 года назад
👋, how did you make your intro music? That would be quite nice to learn. Thanks for telling us all this child hood memories of how the game and music was done.
@Jamie-yp7qz
@Jamie-yp7qz 4 года назад
Have you ever toyed with developing any programs for the Sega 32X add-on?
@KheranSmith
@KheranSmith 4 года назад
that was fascinating
@danielpitts6913
@danielpitts6913 3 года назад
This reminds me of the sound technology used in Starcontrol II.
@mrx2586
@mrx2586 4 года назад
you talk about adding the data points in the samples together. is this effectively any different from what a speaker would do if multiple audio sources are sent to it at the same time? (only speaker would do this as a result of physics and a CPU would do it by being a calculator)
@markpage2779
@markpage2779 4 года назад
This is an amazing idea. We used GEMS for our Megadrive games.
@xddstudiosbywr3cked845
@xddstudiosbywr3cked845 3 года назад
what company were you in?
@markpage2779
@markpage2779 3 года назад
@@xddstudiosbywr3cked845 Apache Software, making games for Sega Europe
@d1ddle
@d1ddle 3 года назад
Where is my next coding secrets! This one is my favourite
@ecernosoft3096
@ecernosoft3096 8 месяцев назад
Now imagine if this was on the 32X which has 4 PCM sound channels driven by 2 SH2 processors
@Toy_story_and_beyond
@Toy_story_and_beyond 3 года назад
Is it weird that I can play the lion king on the SNES without any difficulty except the logs and the maze?
@CezarWagenheimer
@CezarWagenheimer 4 года назад
Impressive!
@AlexvrbX
@AlexvrbX 3 года назад
Not directly related, but have you seen Stef's Z80 audio driver? Pretty impressive, I think they used it in Xeno Crisis. When are you going to make a homebrew game for one of the classic systems? I'd buy anything from the Genesis to the Dreamcast.
@mikosoft
@mikosoft 2 года назад
As soon as you said the Yamaha chip only has one PCM channel I was like: they made their own modplayer that mixes the music on the main processor and sends it to the Z80.
@-Graham
@-Graham 2 года назад
I love these hardware tricks. Please don't ever spare the details
@JM-co6rf
@JM-co6rf 2 года назад
This dude is a genius
@yoursleepparalysisdemon1828
@yoursleepparalysisdemon1828 3 года назад
Next video: *How I made “LEGO Star Wars: Potato Version” run on a microwave*
@DanielandStuff7
@DanielandStuff7 3 года назад
in HolyC xD
@Tjousk
@Tjousk 4 года назад
Definitely easier than bit banging the pc speaker on x86, but far more useful.
@kingvoxel6516
@kingvoxel6516 4 года назад
Genesega does it all! Use blast processing on the music to take it to the next level!
@AndreLuiz-ec3tl
@AndreLuiz-ec3tl 4 года назад
The information here is amazing but please lower the volume of the bg music because it is too loud. Please.
@roberthazelby4424
@roberthazelby4424 4 года назад
I agree. The videos are brilliant, but the background music is far too loud.
@2001herne
@2001herne 4 года назад
So, he emulated a basic sound chip in software?
@doggfite
@doggfite 3 года назад
I'm kinda sad that you didn't include any musical samples of the things you talked about along the way, but in all of your graphics videos you show us examples of everything along the way.
@greenaum
@greenaum 2 года назад
Can''t the 68000 access the sound chip directly if it wants to? Seems like the Z80 is just getting in the way.
@sheppo
@sheppo 4 года назад
Which came first? Mod playback on the AtariST - which had very similar hardware and therefore solution, or this megadrive implementation?
@ferociousmullet9287
@ferociousmullet9287 4 года назад
@@fabrice143 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-BAVqOBCHxkM.html Star Glider 1986. Jez San created the Super FX as well for nintendo
@djmips
@djmips 3 года назад
Atari ST for sure. We were even doing these tricks on PC (one bit channel used with timer PWM and software mixed to 3 or 4 channels) well before the Genesis / Megadrive came out. The Book Musical Application of microprocessors by Hal Chamberlin (1980) showed how to do such tricks on early microprocessors such as the 6502.
@Matmus
@Matmus 3 года назад
Magicians of code.
@48hourrecordsteam45
@48hourrecordsteam45 2 года назад
1.question What would have been the outcome if sega had a 24k of memory for the z80 .?
@bon7029
@bon7029 3 года назад
It's amazing how programmers could get such limited hardware to do so much.
@niceguy235uk1
@niceguy235uk1 4 года назад
This man knows his shiz.
@msgameandcake628
@msgameandcake628 3 года назад
Looking at 4:28-4:40, I thought the horizontal axis was a measurement of time? If that's right then that would mean removing points across this axis would alter it's tempo. But removing those points changes pitch, instead? That gives me the sense that my understanding of this data is completely off somehow.
@CodingSecrets
@CodingSecrets 3 года назад
Sound is a waveform. That waveform moves a speaker back and forth quickly to produce a note. If it moves twice as quickly the note is higher. That’s why you can see bass sounds rumbling your speaker - because the movement is slow because the note is low.and so you can perceive the movement. High notes move the speaker much quicker so you can’t perceive the movement. But you’re right about the tempo changing - in as much as you’d use up the data describing the sound more quickly. If it was a sample of speech the pitch would be higher AND the speech would be sped up.
@msgameandcake628
@msgameandcake628 3 года назад
@@CodingSecrets Aaah, I see now! I was definitely aware that shorter waves = higher pitch, but I hadn't recognized the data as being directly representative of the waveform the speaker would be producing. I thought each point was it's own note, and the song generated just so happened to have a wavy look to it! Thanks for the explanation!
@marcellosilva9286
@marcellosilva9286 3 года назад
@@CodingSecrets Hey Jon, could we get some Coding Secrets on the second Toy Story game? The draw distance is quite good for a fifth gen title and on the N64, it runs very well, something quite unusual for that system.
@kiaayo
@kiaayo 4 года назад
So if I'm understanding this correctly, you basically did the Genesis sprite-flickering transparency trick, but for sound?
@daylightanimation
@daylightanimation 4 года назад
The processor runs much faster than 60 interrupts per second = )
@xeostube
@xeostube 2 года назад
was this actually a full mod player? if you hadn't required pitch shifting and pre-scaled the volume level could it have been possible to play multiple samples like this during gameplay? a couple short loops of differing length overlaid can make pretty decent bg music.
@Dorff_Meister
@Dorff_Meister 3 года назад
I am 1:18. When I first heard the music I thought "sounds like a mod player." A quick skimming of the comments suggests I might be right.. Continuing the video.
@megatechbody3207
@megatechbody3207 4 года назад
For me the biggest "hack" is to use the FM chip like a FM keyboard. Hitoshi Sakimoto and Tecnoforce did it briliantly. EDIT for 4Mb Devisilsh and Devil's Crash, TF 3 and 8 Mb Thunder Force IV and gauntlet IV.
@SumeaBizarro
@SumeaBizarro 4 года назад
TL;DR: "We used BLAST PROCESSING to get dat sweet PCM music in! Click on the ads to find out how!"
@lev7509
@lev7509 4 года назад
Is that a reference to a Sega Genesis-esque remixing channel?
@eformance
@eformance 4 года назад
I don't follow why pitch shifting is required. It seems that you used tables for all the work instead of using shifts, was this because you wanted to accommodate 1,2,3,4 channels and have full volume for each channel?
@flatfingertuning727
@flatfingertuning727 4 года назад
Using a separate wave table for every pitch will make playback code simpler, but will either limit the variety of pitches one can use or massively increase memory requirements. An approach I used on the 6502-based Stella's Stocking was to use twelve wave tables with lengths from 32 to 60, but unroll the playback loop 4x, allowing the pointer to be advanced by 1, 2, 4, or 8 after each group of four samples, and allowing the four samples within each group to be played from the same sample, or two from one sample at two from the next, or from four consecutive samples, or from samples skipping ahead by 2 or 4. This made it possible to generate 61 pitches using 12 wave tables. Trying to include fine pitch shifting on the 6502 would have made four-voice music at a 15.75khz sample rate impossible, but on the 68000 there are some tricks to greatly facilitate it.
@Datachrome
@Datachrome 2 года назад
Well, this is pretty much genius.
@minordelayz
@minordelayz 3 года назад
What are the wires soldered on the motherboard? I see the region ones? But what are the ones running between the chips?
@DONK8008
@DONK8008 3 года назад
Those are stock wires from the factory. Most revision boards have them. No real idea what they do.
@MonochromeWench
@MonochromeWench 4 года назад
Horizontal interrupts... code is going to need to know if the console is running at 50hz vs 60hz or the sample rate is going to be wrong and the music would play at the wrong speed.
@glenndoiron9317
@glenndoiron9317 4 года назад
Nah, you know what the console is running at by the region you set in the ROM. Just need to adjust the scan line position of the interrupts.
@emiel333
@emiel333 3 года назад
Can you do a video about the Nintendo GameCube? Especially on its polygons per second count. Back in gen 6, Sony said PS2 could do 66 m polygons second, Xbox 100 m a second and Nintendo 12 m second. GameCube 12 m polygons is in real world simulation including all effects like HW Lighting, complex models, full texture etcetera. The numbers from Sony and Microsoft are without any effect, so a blue or green screen. It was said that with every effect the Poly count was on half again and again. So Xbox with 5 effects: 50m-25-m-12.5m-6.25m-3.125 m polygons second all five effects applied. GameCube release game Star Wars Rogue Squadron 2 pushes over 20 million polygons second on screen with multiple effects and 60 fps. Still looks awesome.
@qaaris4280
@qaaris4280 2 года назад
Kinda sucks that computers have evolved to just use MP3s, OGGs, and WAVs. I like seeing how people stretched old consoles to their limit.
@XaneMyers
@XaneMyers 5 месяцев назад
This is how I feel about "streamed" (or "pre-rendered" as I call it) music. I kind of hate how those boring, basic sound files have taken over in most modern games. Even if it sounds "cheap" at times, I find it way more impressive when I listen to sequenced music in older games (or in a lot of cases, DS games) and think about how it's playing every single note in real time instead of lazily going through a single sound file... I don't like how CDs and stuff made it easier for developers to rely on their DAWs and recordings, playing them during gameplay instead of programming the game to do it manually. Some CD-based games still used sequenced music, but it was usually due to technical limitations, such as having to stream other data like voice samples or level data in the background; To think streamed audio would've taken over sooner if CDs weren't so slow to access back then... Surprisingly, there are games on the PS2 and Gamecube that used sequenced music for seemingly no technical reason, and at times, it sounds amazing, almost pre-rendered sound quality... It annoys me to think that sequenced audio was starting to sound really good, then that *stupid streamed audio* had to ruin it. On PS2, _Graffiti Kingdom_ (level music, not bosses for some reason) and _Harvest Moon: Save the Homeland_ have sequenced music, and they sound really nice! On Gamecube, they're _Harvest Moon: A Wonderful Life_ (most songs sound cheap and "MIDI", but Breeze is good), _Pokemon Colosseum_, and _Tales of Symphonia_ use sequenced MusyX music. Personally, I want to bring sequenced music to a platform that seemingly doesn't use it, Roblox, but I haven't worked on my library enough...
@seanhammer9206
@seanhammer9206 2 года назад
Was the amiga 6800 different Than the genesis 6800? Would be cool if somone made a playable game for the amiga pushing it to the limits.
@triplettjon
@triplettjon 3 года назад
Jumper wires for region mod?
@RFC-3514
@RFC-3514 3 года назад
Now do it through an FM chip on a system that doesn't have any native support for PCM. ;)
@Yolo_Swaggins
@Yolo_Swaggins 3 года назад
I was actually listening to this in 1920 through a time trumpet so I'm actually the coolest out of all of you by a hundred years. Ok?
@inceptional
@inceptional 2 года назад
And the SNES has 8 PCM channels as standard, right? So, could some variation of this technique be used on SNES to go just as far beyond its 8 PCM channel limit?
@user-rl5zr1cg1o
@user-rl5zr1cg1o 2 месяца назад
Maybe
@inceptional
@inceptional 2 месяца назад
@@user-rl5zr1cg1o Indeed. On a side note, I recently saw LexSNES' posts about how he's using the SNES' HDMA to stream in 32 KHz PCM samples on the fly. And he even thinks there's a potential he might be able to push the system to be able to stream multiple 32 KHz PCM samples like this, even possibly up to eight of them, or something like that. I dunno the exact details, so just trying to give an overview. Look up LexSNES RU-vid channel and his latest video if you'd like to find out more about that.
@Garioch70
@Garioch70 4 года назад
Maybe I'm just being stupid, but rather than converting 4 channel sound on the fly would it not have been better to convert the sound to 1 channel first? There would be a quarter of the data for a start, and the conversion from 4 to 1 would use better algorithms...
@bjeah
@bjeah 3 года назад
That's what they do, now isn't it? The first thing that's done is combine the 4 sound channels from the mod-file to 1 channel.
@johneygd
@johneygd 4 года назад
Such clever technology should,ve been used in all genesis games because then games wouldn’t have scratchy voices, if those scratchy voices has all to do with those start and stop cycles and not with the audio recording, then no wonder most genesis game’s voices sounding soo scratchy, if such simply ingenious trick could make those scratchy voices sounding much cleaner, why not, Street fighter 2 ce is a prime example of such fix.
@tl1882
@tl1882 3 года назад
new channel for cs only
@summerlaverdure
@summerlaverdure 3 года назад
are the original MODs still around anywhere?
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