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Vludi
01-27-2016, 05:52 PM
https://www.youtube.com/watch?v=LOAvW2K87-4


https://www.youtube.com/watch?v=lmw8yqn801w

Hope the project will be finished, this looks and sounds amazing.

Barone
01-27-2016, 06:47 PM
OMG... OMG... OMG!

If there's one shooter series that I really dig and which is a soft spot when you compare the Mega Drive's shooters library with other platforms is Gradius. Especially Gradius II.
If this guy finishes it and releases the ROM it will be like Christmas time every day or something.

vash999
01-27-2016, 08:17 PM
No words .. A work of art that is doing this programmer , an incredible shooter that deserves the mega drive and unfortunately Konami in his time could not make a port to our beloved Genny . hopefully finish it

Kamahl
01-27-2016, 08:36 PM
I so hope this gets completed.

Black_Tiger
01-27-2016, 08:43 PM
Wow, already looks and sounds better than Konami would have done bitd and seems to be heading towards about as good as you could do on Mega Drive. :)

The PC Engine version will be a good reference for how to balance out the color in 9-bit. This version already has more detail and variety in the tiles.

Wesker
01-27-2016, 09:05 PM
He's also doing a Mega Drive version of the first Darius game it seems.


https://www.youtube.com/watch?v=O9VJ0xLAnW4

I love these conversion projects done from scratch, they are my favourite kind of homebrew even if it's less creative that attempting to do a new game. Hoping both of these will be completed/released and then see what he's planning to do next.

Black_Tiger
01-27-2016, 09:11 PM
Even if these never get completed, they already have some nice bgm covers.

Thief
01-27-2016, 09:36 PM
Wow. A Gradius to the Genesis. Finally. Along with another Darius game too.

LinkueiBR
01-27-2016, 11:14 PM
I follow this guy and i was really impressed with their projects. I hope that he finish it and release these 2 ports someday!

What i see is that exist a LOT of japanese developers that made Arcade ports, but look like they never answer the comments or don't have interest in release their homebrews like this guy that made port of MUSHA and Twin Bee for the SMS:


https://www.youtube.com/watch?v=CoXBR5jaUko

https://www.youtube.com/watch?v=zMnv-sx1AAg

LinkueiBR
01-27-2016, 11:17 PM
Even if these never get completed, they already have some nice bgm covers.
Agreed!
We can hear more in his Soundcloud:
https://soundcloud.com/rael16x

Raijin
01-27-2016, 11:40 PM
The music could use some work, and the sound effects sound pretty low quality. The drums being interrupted for sound effects is weird, because in the original game, it's all FM, besides the voices. Guess he didn't feel like remaking the sound effects. That leaves the one PCM channel to do all the work, which isn't such a good idea.

Vludi
01-27-2016, 11:43 PM
I follow this guy and i was really impressed with their projects. I hope that he finish it and release these 2 ports someday!

What i see is that exist a LOT of japanese developers that made Arcade ports, but look like they never answer the comments or don't have interest in release their homebrews like this guy that made port of MUSHA and Twin Bee for the SMS:
Well this guy already released a couple of his works so there is hope :)
http://nendo16.jimdo.com/

And i agree with the music, sounds really good, pretty similar to the X68K OPM tunes.

Vludi
01-27-2016, 11:53 PM
The music could use some work, and the sound effects sound pretty low quality. The drums being interrupted for sound effects is weird, because in the original game, it's all FM, besides the voices. Guess he didn't feel like remaking the sound effects. That leaves the one PCM channel to do all the work, which isn't such a good idea.
Gradius II's music isn't all FM, it uses samples too, compare the Arcade tunes to the X68K tunes and you'll see the difference (especially on themes like "Crystal World" and "Final Enemy")

Arcade:

https://www.youtube.com/watch?v=uN_LilvnQ2g
X68K:

https://www.youtube.com/watch?v=N7slXJ2zsf0

Raijin
01-27-2016, 11:58 PM
I meant the sound effects, like the selection, death, or shot sound effect for example. It all sounds like it's being fed into the DAC, instead of manually programmed with FM.

Vludi
01-28-2016, 12:04 AM
I meant the sound effects, like the selection, death, or shot sound effect for example. It all sounds like it's being fed into the DAC, instead of manually programmed with FM.
In that case you are right, maybe he wanted that FM channel intact to replicate the music better?, but problem is that the SFX/drums will be interrupted all the time.

Obviously
01-28-2016, 01:27 AM
This is pretty awesome. I always greatly preferred Gradius 2 to 3.

Barone
01-28-2016, 01:58 AM
In that case you are right, maybe he wanted that FM channel intact to replicate the music better?, but problem is that the SFX/drums will be interrupted all the time.
Not if he uses the latest Stef's audio driver.
I think it's just too early to worry about things like that.

tryphon
01-28-2016, 03:06 AM
Is there a link to the homepage of the project (if there's one) ?

cleeg
01-28-2016, 03:18 AM
I hope he does Salamander, I always find the Gradius weapon system offputting. Great work though.

matteus
01-28-2016, 07:14 AM
Are these ports safe from take down/cease and desist?

Barone
01-28-2016, 10:23 AM
Is there a link to the homepage of the project (if there's one) ?
http://nendo16.jimdo.com/



Are these ports safe from take down/cease and desist?
I don't think so.
He'll probably be safe until he tries to publish the ROM.
I'd just upload it to some Russian site hosted in Samoa and let it go.

EPSYLON EAGLE
01-28-2016, 11:18 AM
How many japanese Mega Drive homebrewers joint to SEGA 16 comunnity?

Most likely no one, they seem to follow a different league. It would be great having these guys creating things around here.

tryphon
01-28-2016, 12:14 PM
Thanks Barone. Unfortunately, there's not much about Darius. But I saw he used SGDK :)

Japanese people don't care too much about English boards. For one thing : it's not so frequent they speak English.

matteus
01-28-2016, 12:53 PM
I think we have a lot of talented people in the community already. We might not have the Japanese flare for side scrollers, etc but we have people who are working the machine very hard.

vash999
01-28-2016, 02:10 PM
totally agree

Black_Tiger
01-28-2016, 02:42 PM
I think that they're just using the same engine that was made for that Darius demo. If anything more than a boss fight is made for Gradius II, I'm sure that everything FM from the arcade will be FM in the MD version. If all they ever do is a boss fight or boss rush, I hope it's at least fully interactive.

Bottino
01-29-2016, 11:53 AM
You know, it's funny. Last year I've 1 CCed Gradius II and during that ( long ) process, I kept thinking how the game was tailor made for a MD port. Gradius II is probably the best Arcade Gradius and a pinnacle of Side Scrolling Shmups.

It's always great to see talented people making awesome things like this happening.

xelement5x
01-29-2016, 12:59 PM
THIS IS AWESOME!!

Ace
01-29-2016, 02:01 PM
Holy crap, now this is something I was waiting to see.


I hope he does Salamander, I always find the Gradius weapon system offputting. Great work though.

Right with you, Cleeg, but I don't share your opinion on the Gradius power-up system at all. I much prefer that to the typical fixed power-up system, especially when almost every power-up that spawns in Salamander is an Option.

Raijin
01-29-2016, 02:16 PM
I approached the guy working on the port on Twitter, and asked him if he needed help porting the sound. He said he is using VGM Music Maker for the sound, so since he is using the VGM format, I made this quick VGM and showed it to him, and he seemed to like it. It uses the drum samples from the Arcade version, and is largely based on the X68000 version.
https://www.dropbox.com/s/4vplh7o9sdvhn69/Gradius%20II%20-%20Equipment.vgz?dl=1

Google Translate really doesn't do all that good a job, but as far as I can tell, he would prefer to do it himself. That's kind of a shame. I always did want to provide the music to a port of Gradius II.

I also think I figured out why he is using sampled sound effects. I am not 100% sure about this, but the sound effects for the game seem to be sequenced at a ridiculously high BPM, probably more than 900BPM, which is the highest BPM for the trackers, so if that's the case, he won't be able to recreate the sound effects with FM.

Edit: It seems the sound effects are using the FM chips internal timers. No tracker has a way to utilize that feature, so that's definitely why he is sampling the sound effects.

KnightWarrior
01-29-2016, 06:30 PM
I hope it get's made on Cart, I have Gradius II on the Famicom

Alianger
01-29-2016, 07:52 PM
Google Translate really doesn't do all that good a job, but as far as I can tell, he would prefer to do it himself. That's kind of a shame. I always did want to provide the music to a port of Gradius II.


Indeed, nice work on that.

Sik
01-29-2016, 08:36 PM
What i see is that exist a LOT of japanese developers that made Arcade ports, but look like they never answer the comments or don't have interest in release their homebrews like this guy that made port of MUSHA and Twin Bee for the SMS:

Sorry to break it for you, but the MUSHA port is just the first MUSHA level as a score attack. So not really a full blown port. On the flipside, the game is running at full speed (not 30FPS, that was some misunderstanding - the description said the video was half speed but the game wasn't), and it flips the bird to the supposed lack of parallax and large sprites =P

I just wish the ROM was released though =/ Supposedly it may be for legal concerns, but I don't think it was ever really stated.

tryphon
01-30-2016, 04:35 AM
I think we have a lot of talented people in the community already. We might not have the Japanese flare for side scrollers, etc but we have people who are working the machine very hard.

When you see what Japanese hackers achieve to do (FF6-T for example) (and I bet there are many things are totally unknown of us), I think it'd be great for both sides if there was more communication (and from what I know, some Japanese homebrewers agree, but the problem is really language). Same from Chinese.

CombatRocked
01-30-2016, 06:51 AM
I would love some konami shooters on the MD. Hell, I would even accept reversed engineered NES ports of TwinBee 1-3, Gradius 1-2, Salamander / Life Force & Parodius.

zetastrike
01-30-2016, 03:21 PM
Yes! I've always wanted a Gradius on the MD. Somewhere I remember reading an article stating that Konami signed on to make a Gradius game for the Mega CD before it launched.

I've been racking my brain trying to remember, but is the Gradius Deluxe pack on the Saturn the only one to appear on a Sega console?

cleeg
01-30-2016, 06:48 PM
Holy crap, now this is something I was waiting to see.



Right with you, Cleeg, but I don't share your opinion on the Gradius power-up system at all. I much prefer that to the typical fixed power-up system, especially when almost every power-up that spawns in Salamander is an Option.

I think the reason I don't like it much is because I suck at using it! It's a good system for which I lack the skill to use effectively and therefore find a bit frustrating. And in the second Salamander game I do get sick of hearing the word 'OPTION!' shouted over and over.

It always annoyed me that they are called options anyway; they give you options, but they are not options in themselves. Just a pet peeve!

Wesker
01-30-2016, 07:40 PM
I've been racking my brain trying to remember, but is the Gradius Deluxe pack on the Saturn the only one to appear on a Sega console?

That, and the Konami Antiques MSX Collection Ultra Pack which features emulations of the MSX Gradius games, also for the Sega Saturn.

Up to this day I still don't understand why a Sega Saturn version of Gradius Gaiden was never done. :(

zetastrike
01-31-2016, 08:52 AM
That, and the Konami Antiques MSX Collection Ultra Pack which features emulations of the MSX Gradius games, also for the Sega Saturn.

Up to this day I still don't understand why a Sega Saturn version of Gradius Gaiden was never done. :(

Considering the quick and dirty nature of the Symphony of the Night port, it's probably for the best.

Wesker
01-31-2016, 06:26 PM
Considering the quick and dirty nature of the Symphony of the Night port, it's probably for the best.

Still, it would have been better than nothing.

EPSYLON EAGLE
01-31-2016, 06:47 PM
When you see what Japanese hackers achieve to do (FF6-T for example) (and I bet there are many things are totally unknown of us), I think it'd be great for both sides if there was more communication (and from what I know, some Japanese homebrewers agree, but the problem is really language). Same from Chinese.

This!

maxi
02-04-2016, 09:26 AM
While this is very cool and impressive, I wish people giving more love to the MSX/X68000 version of Gradius 2, a completely different game from the arcade title but also pretty good. Some even consider it the better than the original:


https://www.youtube.com/watch?v=S3C6UYVcHjg

They included the MSX original in Gradius Collection for the PSP but not the X68000 superior port, for whatever reason...

Ace
02-04-2016, 04:35 PM
Ha, didn't think I'd see someone use one of my own videos to get their point across. :D

But that's besides the point, you are correct in saying the X68000 port of Gradius 2 for the MSX needs more attention. In fact, I think a Genesis port (possibly even a Sega CD port) would have worked quite well. There might have been a bit more possible options if the port was done for the Sega CD as the X68000 version of Nemesis '90 Kai has mixed FM/ADPCM sound effects, but there are three music options:

-FM (via YM2151)
-LA Synthesis (via Roland MT-32)
-General MIDI (via Roland SC-55 or other equivalent MIDI modules, but the music was composed with the SC-55 and its variants in mind)

With a Sega CD port, overlapping PCM samples like when the game is played on a 16MHz X68000 (XVI model) would be possible to prevent the percussion from dropping out with the FM soundtrack and the YM2612 could be used to generate sound effects at all times as well as the FM soundtrack, and the MT-32 and SC-55 soundtracks could have been pre-recorded and streamed from the disc. Just an idea.

retrospiel
02-04-2016, 06:52 PM
Considering the quick and dirty nature of the Symphony of the Night port, it's probably for the best.

Funny enough: That game actually started on 32X before being moved over to PlayStation.


As for this Gradius II port: I knew about this port but what puzzles me is why the guy never finished nor released any of his work in years. :? :(

Barone
02-19-2016, 02:29 PM
https://www.youtube.com/watch?v=c4T0Q8AZ5iI

Vludi
03-01-2016, 09:39 PM
https://www.youtube.com/watch?v=_TVpLpHvWG4

Nice background, really good use of colors considering that the arcade has a much larger color count.

midnightrider
03-08-2016, 11:41 AM
Of course you guys were on this 2 months ago, I just found out about it through a visit to racketboy, where Erik_Twice links to this site:
http://www.indieretronews.com/2016/03/shoot-em-up-gradius-ii-is-coming-to.html

Which ironically tries to suggest Konami would have done as good a job porting it :p.

EPSYLON EAGLE
03-15-2016, 09:56 AM
It looks like the same guy is working in Genesis Darius I port.


https://www.youtube.com/watch?v=AVX51yVh9uw

cleeg
03-15-2016, 11:59 AM
Nice!

LinkueiBR
03-15-2016, 01:28 PM
This guy is on fire O.O

Fantasy Zone:

https://www.youtube.com/watch?v=KrEYywTnSBE

Legend of Kage Port:

https://www.youtube.com/watch?v=3wN8IshGqfU

Black_Tiger
03-15-2016, 02:40 PM
It really cool to see these, but I think it's confirmation that they're strictly planning on continuing to do demos instead of reasonably fleshed out ports.

Barone
03-15-2016, 03:33 PM
It really cool to see these, but I think it's confirmation that they're strictly planning on continuing to do demos instead of reasonably fleshed out ports.
This.

Sik
03-15-2016, 04:50 PM
"Those videos aren't even in order" is a good start. There's an actually beatable boss in the Darius port:


https://www.youtube.com/watch?v=O9VJ0xLAnW4

Vludi
03-15-2016, 08:38 PM
It really cool to see these, but I think it's confirmation that they're strictly planning on continuing to do demos instead of reasonably fleshed out ports.
Gradius II's progress looks promising, but i agree about the rest of games.

Barone
05-08-2016, 02:17 AM
https://www.youtube.com/watch?v=_8gGL5l9Uqc

Melf
05-10-2016, 03:41 PM
I'd love a proper Darius port on the Genesis. Legend of Kage, too. :(

Also, I refuse to pronounce it as "Ka-gay," which means "I took a shit" in Spanish. I pronounce it as "cage." :lol:

midnightrider
05-10-2016, 04:58 PM
Well, "Ka-Gay" is Japanese for shadow. For the record, "Ah-Ra-Shi" (arashi) is Japanese for storm. Guess what a certain G.I. Joe ninja's last name is :p.

Anyway, yeah, it'd be cool to see any of those projects completed, but if not, it's not like there aren't hundreds of games on the console to tide anyone over anyway. Hell, I could live the rest of my life with just Streets of Rage 2.

bagmahnutz
05-11-2016, 01:05 PM
Well, "Ka-Gay" is Japanese for shadow.Wouldn't the appropriate pronounciation be Kah-Geh?

SEGA.GENESIS1989
05-15-2016, 10:47 AM
A follow up video:

https://www.youtube.com/watch?v=0Kh8Jh8XYcY

Barone
09-12-2016, 09:02 PM
Looks like this guy has an entire library of WIP games:

https://www.youtube.com/watch?v=T50qfcvPP44

Melf
09-16-2016, 01:35 PM
I wish he'd finish some of them. :(

Tower of Power
09-16-2016, 02:37 PM
I wish he'd finish some of them. :(

Actually finishing a game, ironing out all the bugs, tweaking, etc is by far the most boring part. Some people just lose interest, it takes a special type of person to actually see it through to the end. Maybe he should release the source so someone else can finish it?

Sik
09-16-2016, 06:12 PM
You're all also making the assumption those aren't just "what if" experiments rather than attempts at actual full blown ports.

Although that part about bugs is precisely why most indie stuff is never finished (especially true for homebrew too).

OmegaMax
09-16-2016, 08:37 PM
After programming the engine and perhaps a full stage or two it's difficult to stay motivated.Every programmer has a folder full of ideas/unfinished projects.What's been shown looks very good though.

bgvanbur
09-16-2016, 09:21 PM
Nowadays porting older stuff is not as useful since we can easily emulate the older systems on our computers and even our phones. So porting something basically allows the programmer make an engine and reuse existing content (sprites, backgrounds, music, etc). To make new content using the port's engine to make a unique game is outside of the scope of what they can do so all we get left with is a demo port showing the technical abilities. I don't think it is bugs that keeps these projects shelved.

OmegaMax
09-16-2016, 09:54 PM
A unique game isn't outside the scope of a programmer that can recreate an engine,designing a game is beyond the majority of programmers.When porting a game there is no need for game design as it's already done,and I don't see game designers offering their skills all that often.People who don't program don't realize the importance of a designer.

NekoNiaow
09-24-2016, 11:19 AM
Nowadays porting older stuff is not as useful since we can easily emulate the older systems on our computers and even our phones. So porting something basically allows the programmer make an engine and reuse existing content (sprites, backgrounds, music, etc). To make new content using the port's engine to make a unique game is outside of the scope of what they can do so all we get left with is a demo port showing the technical abilities. I don't think it is bugs that keeps these projects shelved.

I am pretty sure it is lack of motivation and ability to concentrate on one project until the end.
The huge string of unfinished and unreleased projects that this person displays on their YouTube channel is pretty revealing of a pattern. Also, as others mentioned, a few levels or areas are not a full game, fixing bugs, ironing out slowdowns, figuring out weird data formats in the original ROMs so the full game can be run, etc. is all time consuming and this person seems too eager to work on the next game rather than finish the tedious but necessary closing parts.

Finishing a game requires way more dedication and willpower than starting it.

Vludi
09-28-2016, 12:57 AM
japs trolling us again


https://www.youtube.com/watch?v=G8PFfYtRALk

At least this one has a complete stage.

Sik
09-28-2016, 01:45 AM
Somebody was just looking for an excuse to try some trick (switching video mode halfway through the screen). You can't get a HUD like this easily because you can't change the vertical scroll position mid-screen, but you can switch to one of the SG-1000 modes which don't do scrolling. Also that thing is 2 megabit (256KB) =P

There isn't much use for this tricks outside HUDs and won't work on a Mega Drive though (its backwards compatibility doesn't include those video modes, so you won't see the HUD).

xelement5x
09-28-2016, 02:42 PM
Looks pretty nice though for a Mark III game!

Kamahl
09-28-2016, 03:20 PM
Somebody was just looking for an excuse to try some trick (switching video mode halfway through the screen). You can't get a HUD like this easily because you can't change the vertical scroll position mid-screen, but you can switch to one of the SG-1000 modes which don't do scrolling. Also that thing is 2 megabit (256KB) =P

There isn't much use for this tricks outside HUDs and won't work on a Mega Drive though (its backwards compatibility doesn't include those video modes, so you won't see the HUD).
Hahaha, oh man that is genius! Shame it doesn't work on the MD, but it solves a huge problem of the SMS in a really simple way.

Sik
09-28-2016, 04:38 PM
It wouldn't be the first SMS game to break on a MD anyway =P F-16 Fighting Falcon uses a SG-1000 mode in-game (to make it feasible to do a screenful of 3D), and a bunch of PAL-only games make the assumption that sprite magnification works (this doesn't work on the MD either). On the other hand, the Game Gear shouldn't have any problems with either of those two!

Tower of Power
09-28-2016, 05:42 PM
It wouldn't be the first SMS game to break on a MD anyway =P F-16 Fighting Falcon uses a SG-1000 mode in-game (to make it feasible to do a screenful of 3D), and a bunch of PAL-only games make the assumption that sprite magnification works (this doesn't work on the MD either). On the other hand, the Game Gear shouldn't have any problems with either of those two!

Sprite magnification?

Kamahl
09-28-2016, 05:51 PM
You can double the size of the first 4 sprites, an unintended side-effect of the backwards compatibility with the TMS9918. I think that's what it is at least.

Tower of Power
09-28-2016, 09:16 PM
You can double the size of the first 4 sprites, an unintended side-effect of the backwards compatibility with the TMS9918. I think that's what it is at least.

Neat, never heard of this. Any examples of a game taking advantage of it?

Sik
09-28-2016, 10:26 PM
Note that it's bugged up in the early revisions: for some reason only up to four sprites in a line get magnified, so in practice games normally don't rely on this. Later revisions fix it and magnify all sprites, so some PAL-only games use it (pretty much all PAL machines have the fix), as well as some Game Gear games (e.g the zooming in Virtua Fighter Mini). The Mega Drive on the other hand completely gets rid of the feature instead.

Of course it's more commonly used on the SG-1000. See bonus stages in Girl's Garden, or when your ship explodes in Zoom 909.

Black_Tiger
09-29-2016, 01:05 AM
Girl's Garden featuring parallax is also impressive.

Kamahl
09-29-2016, 01:44 PM
Note that it's bugged up in the early revisions: for some reason only up to four sprites in a line get magnified, so in practice games normally don't rely on this. Later revisions fix it and magnify all sprites, so some PAL-only games use it (pretty much all PAL machines have the fix), as well as some Game Gear games (e.g the zooming in Virtua Fighter Mini). The Mega Drive on the other hand completely gets rid of the feature instead.

Of course it's more commonly used on the SG-1000. See bonus stages in Girl's Garden, or when your ship explodes in Zoom 909.
Even only being able to magnify 4 sprites seems super useful to me. I wish 4th gen machines kept the sprite magnification of the ancients :P

Sik
09-29-2016, 08:33 PM
The problem is that it's the four sprites on the scanline. Remove one of the earlier sprites in the scanline and a later one will get magnified. This is a severe problem when your sprites are moving around vertically, and on top of that the behavior is different for later systems so in practice you could only reliably use four sprites (and forget about the non-magnified ones), period. At that point you may as well just use eight normal sprites unless you're really tight on memory.

Mega Drive lacks the magnification feature since the bit that enabled it got replaced with the 128KB mode toggle instead.


I wish 4th gen machines kept the sprite magnification of the ancients :P
Sega intended to add scaling hardware to the Mega Drive but they ran out of die space so it had to go =/ (suddenly Space Harrier II and Super Thunder Blade make a lot more of sense, huh?) That's why they added that hardware in the Mega CD instead (which by the way originally was just an enhancement add-on, the CD drive came in much later).

NekoNiaow
10-06-2016, 01:08 AM
There isn't much use for this tricks outside HUDs [...]

This seems like a good enough use to me. ;)
It could also be used mid screen to temporarily display text in RPGs, display pre boss warnings in schmups, transition effects (make it cover the gameplay area while it still scrolls, etc.) and I am sure a few more.


It wouldn't be the first SMS game to break on a MD anyway =P F-16 Fighting Falcon uses a SG-1000 mode in-game (to make it feasible to do a screenful of 3D), and a bunch of PAL-only games make the assumption that sprite magnification works (this doesn't work on the MD either). On the other hand, the Game Gear shouldn't have any problems with either of those two!

In which way is the SG-1000 mode more compatible with 3D? Is it chunky based?

moon
10-06-2016, 07:01 AM
In which way is the SG-1000 mode more compatible with 3D?

F-16 uses Mode 2 ( Graphics II ) which uses 1-bit patterns opposed to the 4-bit patterns of Mode 4. This greatly reduces the bandwidth required to update the screen ( from 24576 bytes to 6144 bytes for the entire 256x192 screen ).

Barone
05-17-2017, 12:41 PM
https://www.youtube.com/watch?v=oEi42fq27TE

cleeg
05-17-2017, 01:52 PM
Pretty cool Barone. To risk asking the bleedin' obvious, what is it?

Peeteris
05-17-2017, 02:10 PM
Pretty cool Barone. To risk asking the bleedin' obvious, what is it?

Umh, rythm machine?

Barone
05-17-2017, 02:19 PM
From his Japanese website:
"It is a 16 step 4ch rhythm machine using Mega Drive's PCM.
Number of patterns 4. Total 64 steps."

By the way, the ROM is available:
https://drive.google.com/uc?export=download&id=0B0mksd30i1P5N2Nfd19IOXQyd3M

cleeg
05-17-2017, 03:18 PM
I might just check this out. I wondered if it was for making game soundtracks, like a programmer's tool or something.

Peeteris
05-17-2017, 04:56 PM
No, it's just a rhythm machine.
It's impressive and absolutely amazing being on Gen/MD,
but that's just a rhythm machine based on KORG MR-16.