Blast processing wasn't real, Sega admitted this. It was just an advertising gimmick. This is just a video file being played through the consoles video chip, the SNES, Master System and NES are adorable of this, just at different qualities. I've even seen it running on a Commodore 64
PCM sound only eat about 1.4 Mb as explained above. I did a 4 MB version with video only (but with enough free space for FM sound) but the codec was much more complex and i couldn't decompress it fast enough (30 FPS).
the sega actualy had a yamaha sound chip it was quite good. just the early programers did not know how to use it. later on games like streets of rage and target earth the programers knew how to make the music shine
The problem with PCM audio on the genesis/mega drive is not the DAC itself (which is built into the YM2612), it's the fact that you have to jump through hoops in order to continuously feed it samples without interruption. It has no buffer or queue so you literally have to feed it samples one at a time exactly when it needs them. Most MD games halt the Z80 completely while graphics DMA is happening because of a bug that can cause the whole system to crash if you don't. This is fine for the FM and PSG sound but for the DAC it makes playback very crunchy as there will be flat spots in the audio where the DAC was not fed new samples. You find this even in Sega made games (like Sonic 3, a lot of the voice samples are quite noisy/distorted). The only games that managed to cleanly use the PCM capability of the genesis that I know of are Treasure games--Gunstar Heroes and Dynamite Headdy for example. D.H. has tons of *very* clear voice clips in it. Most genesis games either accept the crunch (like Sonic), take advantage of relatively static scenes to play back audio (Earthworm Jim 2's "well done" screen and Sonic's "SEGA" splash), or don't use the PCM channel at all (Rocket Knight Adventures).
I'm guessing the video is done similarly to the intro of Sonic 3D Blast, there's a video about it, made by the programmer of the game, where in every frame you actually hide 4 if I remember correctly and just swap the palette, the audio is the complicated part, again, there's another video by the same guy, where he explains how they pulled it off in Toy Story
@@elgeniomaestroToy Story’s trick is moreso for feeding multiple samples in to allow for simultaneous playback of 4 different sample channels at the same time. It IS possible to get 4-channel mixing running fast enough to be usable in actual gameplay, but most developers nowadays will opt for only one or two PCM channels instead to save on 68k CPU usage and give the Z80 more breathing room.
that is just unfucking believable that its even possible to run a cutscene on the Genesis at a consistant 30 frames per second, whoever made this demo, my hat goes off to you, if tallent like yours was around back in the day the console wars would have been even more interesting XD
Gojiro7 Back in the days of 16-bits consoles war, what was lacking was not talent, but time and budget. The author of this demo has spent months to make it. You can't afford to spend months on a non-playable demo when you're making a commercial game. Also, this demo is 8 MBytes, ie 64 Mbits, which is much more than the biggest commercial 16-bits games. In 1988, when the MegaDrive was released, a 30 MBytes hard drive cost 300 dollars. Yes, 300 dollars for 30 MBytes. I don't know what was the cost of 8 MBytes of ROM, but I guess it was significant. Lastly, if you want to do this demo commercially, then you have to make the movie first. 3D movies were expensive at the time (Tin Toy, released in 1988, was 5 minutes long and cost 300,000 dollars to make). They could have used a hand drawn movie, but still, it's much more complicated and costly than downloading a ready-to-use movie on TH-cam.
brinckau I spent 6 months... on my free time ( that's a important difference). Also I spent almost of time in building the codec / reducing the size of the video to make it fit in 8MB. Definitely we could have that back in war age, but just a short intro of 20s maximum to not waste too much rom space. When you see game as Toy Story where they developed a mod player running on 68k just for 2 musics, and the awesome 3D engine used on 1 level.... Definitely they have means to do impressive stuff.
Stephane Dallongeville Indeed, you're right. Let's note though that Toy Story was released in 1996 (after the Playstation 1). Earlier games were not that impressive. Anyway, your demo is awesome, of course. I hope one day you'll make another demo (or game) as impressive as this one :-).
Confirmed: *Stephane is a wizard*. Amazing work. Thanks for sharing this. I had no idea that the Megadrive had a demo scene. I loved the Amiga scene back int he day.
god this is an FM sound with PSG added in, making "clear" voices (idk if they can be heard correctly i dont speak japanese) but it still is amazing how well the sound is emulated through the 2612
There is actually a version of Bad Apple made for SNES, but it is slower and with a lower resolution than Genesis, but it has a much better sound quality.
There is actually a version of Bad Apple made for SNES, but it is slower and with a lower resolution than Genesis, but it has a much better sound quality.
Protip: Look up the way the Traveller's Tales guys did the 3D monochrome effect text for SEGA and GAME OVER screens in Sonic 3D Blast. You can use those techniques to compress the video frames using palette trickery, squashing as many as 4 frames of animation into single sprites. Playback the sprites at 15fps and cycle the palettes 4 times per sprite and you can get the video to run 60fps and save lots of memory.
If you're looking into an emulator you will see the demo is already using that trick (2 x 2bpp frames encoded in a single 4bpp frame) :-) Thus here in reality it's only decompressing 15 frames per second
@@mantrabeeg True but i would have been like 12 or 13 years old when i wrote this comment so that might be why. 2014 youtube was just a bunch of 13 year olds prob lmao
Great work, Stephane! I wonder if the SNES could perform something similar w/o additional hardware. But since I'm Sega fanboy it doesn't really matter anyway ;)
For anyone curious how these graphics are possible on the Genesis, here’s a video from GameHut where John Burton, founder of Traveler’s Tales, explains how they used the same trick to develop the “SEGA” and game over screens in Sonic 3D Blast: th-cam.com/video/c-aQvP7CUAI/w-d-xo.html
Hi Nate, Thanks for your kind comment about Gens and the bad apple's show ;) As you pointed Gens 2.14 do not open 8 MB rom but you can find hacked version of emulator which can do it. I added a link in the video description so you can test it. ""
Stephane, thank you so much for your work on Gens. I've enjoyed it for many years. ^_^ I haven't been this pleasantly surprised booting up a Genesis ROM since Red Zone. Great work! I was wondering: Have you made your custom version of Gens that opens the 8MB ROM available anywhere? I have Gens 2.14 but it doesn't want to accept the full ROM. Thanks in advance.
The problem of the PCM quality is not the hardware but just the ROM size. I used 4 bit ADPCM @ 13 Khz because this is the maximum i could use with the remaining ROM size (1.3 MB for 3:40 of PCM music). We can do 32 Khz PCM on MD, and this is without the heavy filtering we have on the SNES : dl.dropbox.com/u/93332624/dev/megadrive/demo/BadApple-snd-32k.bin
Sounds somehow more hardcore on a Genesis. Now to find a Genesis chip tune version..... Better yet, this with a chip tune version and the same vocals xD
well, since video is just only absolutely black and white, you could store pixel with only 1 bit, so yeah, you wouldn't need fancy optimization method. Still, nice job though
Maxpound Definetly, but this would be one of the first demos/games pushing hardware limits, not *the* first. The Under 4k (4 kilobytes) Challenge has some impressive stuff (such as a way more simplistic Minecraft). Check it out when you can.
Now I'm wondering if the roms can be updated to utilize software from "Markey Jester" or "Aurora Fields" (They have their own TH-cam channels that showcase their software if anyone is curious).
I think the same. This makes me wonder too... we don't need newer hardware at all, we have transistors enough! We need decent programming, to the hell with frameworks!
Introducing: Touhou Blast Processing. btw i'm gonna test if this works with Genesis Plus GX (the SG-1000/SMS/GG/SEGA CD/MEGA DRIVE emulator for the Wii)
what is surprising and painful in this video is the advice "Don't try it on snes as it does require blasting processing" knowing that even game boy does it very well on its native resolution.
tonmasterboy There is a good reason to say that actually. The GBC does it a full resolution but: - GBC resolution is 160x144 = 23040 pixels, compared to 71680 pixels here or to 57344 pixels of the SNES - GBC has a 8 Mhz custom Z80 (compared to the original 4 Mhz) and that definitely help a lot. - SNES cpu is weak, actually i would say it's not far from the GBC CPU in term of performance and miles behind the genesis 68000. Still there is a WIP version for the SNES... not yet 100% done : some slowdowns remain and the streamed sound is not yet fully functional. But given the SNES hardware i would say it's already quite impressive.
I watched Game Hut's video. He explains that the intro of Sonic 3D Blast is fake full screen video. The vertical resolution is 80 pixels, extrapolated to fill the whole screen vertically. And the frame rate is only 15 FPS. This demo is real full screen video at 30 FPS (which is faster than movies on DVD, by the way). Plus, it features sampled music, which Sonic 3D Blast's intro does not feature. Of course, this demo only uses 2 bits per pixel for video, so it makes things easier. But still, we cannot say that this has been done before. At least, I had never seen real full screen video, at full native resolution, 30 FPS, with PCM music, before this demo.
Oh I saw that Game Hut has another video, about the logo animation in Sonic 3D Blast. This is indeed full screen video at 30 FPS. But with only 1 bit per pixel, and I guess no PCM music.
I have a question. Can you explain how this is done, how the video is inserted. Are these pieces of sprites that then connect or what? I saw something like this in the intro of Red Zone. You can throw off the article or explain how it works. Thanks.
Lindvardh Stødhingsson Actually the video was taken from a hacked Gens version supporting 8 MB rom. Problem is that Gens is not really good when it comes to reproduce the PCM sound (which is used here) so it may sound better on real hardware.
I was just expecting some FM synth music, but holy shit. This is impressive.
Yeah, direct playback from the original song with the chip's DAC, still impressive nonetheless!
It would sound not accurate if it was FM i think
This is mind boggling. You pushed the genesis to the stratosphere with this demo. Someone needs to put you on their payroll.
You should see the SMS 3D version. This is still impressive on its own, no doubt
@@spicybreadproductions1972 yes that thing goes all the way to the orbit of jupiter
@@spicybreadproductions1972 link please.
B L A S T P R O C E S S I N G F T W
Blast Processing is more useful as it concerns more things. Mode 7 was a great feature though.
Weeb processing
Yohko M. Do you know that blast processing was not a real thing. Genisis is faster than Snes because it has a higher clock rate
Blast processing wasn't real, Sega admitted this. It was just an advertising gimmick. This is just a video file being played through the consoles video chip, the SNES, Master System and NES are adorable of this, just at different qualities. I've even seen it running on a Commodore 64
nah 100% Blast Processing
BLAST PROCESSING!!!!
PCM sound only eat about 1.4 Mb as explained above. I did a 4 MB version with video only (but with enough free space for FM sound) but the codec was much more complex and i couldn't decompress it fast enough (30 FPS).
You did amazing !
I'm more impressed that you could pull off such decent audio quality from the genesis than the graphics themselves.
the sega actualy had a yamaha sound chip it was quite good. just the early programers did not know how to use it. later on games like streets of rage and target earth the programers knew how to make the music shine
The problem with PCM audio on the genesis/mega drive is not the DAC itself (which is built into the YM2612), it's the fact that you have to jump through hoops in order to continuously feed it samples without interruption. It has no buffer or queue so you literally have to feed it samples one at a time exactly when it needs them.
Most MD games halt the Z80 completely while graphics DMA is happening because of a bug that can cause the whole system to crash if you don't. This is fine for the FM and PSG sound but for the DAC it makes playback very crunchy as there will be flat spots in the audio where the DAC was not fed new samples. You find this even in Sega made games (like Sonic 3, a lot of the voice samples are quite noisy/distorted).
The only games that managed to cleanly use the PCM capability of the genesis that I know of are Treasure games--Gunstar Heroes and Dynamite Headdy for example. D.H. has tons of *very* clear voice clips in it. Most genesis games either accept the crunch (like Sonic), take advantage of relatively static scenes to play back audio (Earthworm Jim 2's "well done" screen and Sonic's "SEGA" splash), or don't use the PCM channel at all (Rocket Knight Adventures).
I'm guessing the video is done similarly to the intro of Sonic 3D Blast, there's a video about it, made by the programmer of the game, where in every frame you actually hide 4 if I remember correctly and just swap the palette, the audio is the complicated part, again, there's another video by the same guy, where he explains how they pulled it off in Toy Story
@@elgeniomaestroToy Story’s trick is moreso for feeding multiple samples in to allow for simultaneous playback of 4 different sample channels at the same time. It IS possible to get 4-channel mixing running fast enough to be usable in actual gameplay, but most developers nowadays will opt for only one or two PCM channels instead to save on 68k CPU usage and give the Z80 more breathing room.
@@rfmerrillthat bug is horrible
that is just unfucking believable that its even possible to run a cutscene on the Genesis at a consistant 30 frames per second, whoever made this demo, my hat goes off to you, if tallent like yours was around back in the day the console wars would have been even more interesting XD
Gojiro7 Back in the days of 16-bits consoles war, what was lacking was not talent, but time and budget. The author of this demo has spent months to make it. You can't afford to spend months on a non-playable demo when you're making a commercial game. Also, this demo is 8 MBytes, ie 64 Mbits, which is much more than the biggest commercial 16-bits games. In 1988, when the MegaDrive was released, a 30 MBytes hard drive cost 300 dollars. Yes, 300 dollars for 30 MBytes. I don't know what was the cost of 8 MBytes of ROM, but I guess it was significant. Lastly, if you want to do this demo commercially, then you have to make the movie first. 3D movies were expensive at the time (Tin Toy, released in 1988, was 5 minutes long and cost 300,000 dollars to make). They could have used a hand drawn movie, but still, it's much more complicated and costly than downloading a ready-to-use movie on TH-cam.
brinckau I spent 6 months... on my free time ( that's a important difference). Also I spent almost of time in building the codec / reducing the size of the video to make it fit in 8MB. Definitely we could have that back in war age, but just a short intro of 20s maximum to not waste too much rom space. When you see game as Toy Story where they developed a mod player running on 68k just for 2 musics, and the awesome 3D engine used on 1 level.... Definitely they have means to do impressive stuff.
Stephane Dallongeville Indeed, you're right. Let's note though that Toy Story was released in 1996 (after the Playstation 1). Earlier games were not that impressive. Anyway, your demo is awesome, of course. I hope one day you'll make another demo (or game) as impressive as this one :-).
@@stefda Have you used that pallete swap trick to make this demo run at 30 fps?
@@kdan_69 yeah it uses a palette trick, internally it uses 4bpp image at 15fps ;-)
Sound is more impressive than the graphics!!! Graphics are simply A-FREAKING-MAZING!!!
Otto Waragon Thank you! That was really nice from ya...
Blast processing, everybody.
Confirmed: *Stephane is a wizard*. Amazing work. Thanks for sharing this. I had no idea that the Megadrive had a demo scene. I loved the Amiga scene back int he day.
This is impressive. Considering the limitations of the Mega Drive, this has been done nicely.
Congrats on 100k views, a decade later I'm still enjoying this
I've always found it impressive what the genny can pull off when you give it lots of storage
The video is so high quality, I almost forgot it was running on a Genesis.
Yay to blast processing!!!
The lyrics took up 1/8 of the original's cartridge space.
god this is an FM sound with PSG added in, making "clear" voices (idk if they can be heard correctly i dont speak japanese) but it still is amazing how well the sound is emulated through the 2612
It's "just" force feeding the 2612's PCM/DAC channel (FM Channel 6) directly from the CPU, no actual FM Synth or PSG used.
If there's a screen, there's bad apple on it
Now all we need is a Touhou Project game on the mega drive\genesis and we'll be set for life.
genesis does what nintendo dont
+Marcelo B. Nakada *nintendon't
And still can't the bad apple version for snes is laughable compared to this megadrive masterpiece
forum.outerspace.com.br/index.php?threads%2Fos-jogos-mais-avançados-do-snes.481106%2F&fbclid=IwAR0Zf9pByckifM1vya9qtnqjlt9dIaQJcLMp8heZUzsXeRd0j4NcdI4jAjU
There is actually a version of Bad Apple made for SNES, but it is slower and with a lower resolution than Genesis, but it has a much better sound quality.
Honestly better sound quality than my backup phone that still has dial buttons
This is pretty amazing. I wish I had a flashcart to stick it on to experience it myself!
we've done this in everything possible
64 bits
32 bits
16 bits
8 bits
4 bits
2 bits
1 bit
half bit
quarter bit
but not THE WRIST GAME!!!
genesis does what nintendon't
Mr. Tremolo Measure oh yeah, that’s right!
th-cam.com/video/PjRK_orVAM0/w-d-xo.html
There is actually a version of Bad Apple made for SNES, but it is slower and with a lower resolution than Genesis, but it has a much better sound quality.
Je viens de tester la demo avec un everdrive, c'est vraiment impressionnant !
I just tried this on Wii with Genplus homebrew (the 8mb version) and it runs! The audio is a lot better there too, I connect it to my audio system.
Bad Apple
& Knuckles
& knuckles
& knuckles
& knuckley kong
& donkles
wow sega genesis pcm sounded more hardcore...nice 😉👌...nice
Thanks for inspiring me in making it ! The rom is still quite new (a bit less than 2 months) ;)
Amazing, I love your Sega audio projects also thx for fixing sf2 audio
So this is really 4bit 13khz wav to bin rom ?
Protip: Look up the way the Traveller's Tales guys did the 3D monochrome effect text for SEGA and GAME OVER screens in Sonic 3D Blast.
You can use those techniques to compress the video frames using palette trickery, squashing as many as 4 frames of animation into single sprites. Playback the sprites at 15fps and cycle the palettes 4 times per sprite and you can get the video to run 60fps and save lots of memory.
If you're looking into an emulator you will see the demo is already using that trick (2 x 2bpp frames encoded in a single 4bpp frame) :-)
Thus here in reality it's only decompressing 15 frames per second
Amazing work It's incredible to see this coming from my megadrive!
Épico !! Épico !! Belíssimo trabalho !
A lot of coding and the best version 16bit, its incredible the raw power of mc68000.
GENESIS DOES, motherfathers!
Motherfathers? Like, a hermaphrodite? The fuck?
It's another way to say "motherf**kers".
snes might've beaten it recently, but it's amazing how they've managed full 30fps so early
Animation was plausible cuz of blast processing, i doubt it could run this smooth with normal snes speed (no addons and do fx cards)
Yeah, that seems to have been the issue. The sound's great! As with the video, it's really impressive!
BRO IT MADE MY SPEKERS CRAZY
Holy shit! This is impressive! And people say that the Genesis is weaker than the SNES. Genesis does what Nintendon't!
Again, I'm amazed.
holy crap, this is genesis?!
Thanks :) As you can see the problem with the 32 Khz music version is that it eats almost 4MB and it is not complete.
finally, the first ever genesis demo with FULL SCREEN fmv.
*NOW THATS WHAT I CALL BLAST PROCESSING*
I love your name and pfp. Just thought you should know that.
And this is what the Motorola 68000 is capable of pushing out? AWESOME!!
wait this is on a genesis? genesis IS WHAT NINTEND...nintend.....NINTENDISNT!
GENESIS DOES WHAT NINTENDON'T
Yes, the SNES version doesn't sound as good as this version.
@@AlchemiconSilver maybe only a PlayStation or saturn version close the gap wich is neither of them exists
It's funny looking back at old TH-cam comments and seeing people write like they're actually talking
@@mantrabeeg True but i would have been like 12 or 13 years old when i wrote this comment so that might be why.
2014 youtube was just a bunch of 13 year olds prob lmao
Now this is incredible!!
Great work, Stephane!
I wonder if the SNES could perform something similar w/o additional hardware. But since I'm Sega fanboy it doesn't really matter anyway ;)
damn 240p at those days looks like 4k
That's some sharp 240p!
Genesis does what NintenDON'T
Na verdade o Super Nes também faz.
th-cam.com/video/UQu-0uRw_SE/w-d-xo.html
@@Vinicius-hs2rf é, tu tem razão :v
Eu só tava brincando
For anyone curious how these graphics are possible on the Genesis, here’s a video from GameHut where John Burton, founder of Traveler’s Tales, explains how they used the same trick to develop the “SEGA” and game over screens in Sonic 3D Blast: th-cam.com/video/c-aQvP7CUAI/w-d-xo.html
who needs a Sega CD amirite?
this is actually insane what the fuck
ЭТО ШЕДЕВР -_-
Hi Nate,
Thanks for your kind comment about Gens and the bad apple's show ;)
As you pointed Gens 2.14 do not open 8 MB rom but you can find hacked version of emulator which can do it. I added a link in the video description so you can test it.
""
La megadrive a toujours été sexy ;)
Simply AMAZING!!!!
Stephane, thank you so much for your work on Gens. I've enjoyed it for many years. ^_^
I haven't been this pleasantly surprised booting up a Genesis ROM since Red Zone.
Great work!
I was wondering: Have you made your custom version of Gens that opens the 8MB ROM available anywhere?
I have Gens 2.14 but it doesn't want to accept the full ROM.
Thanks in advance.
Good job stef.
Epic man. Very good work!
C’est juste incroyable.
The magic of blast processing.
Awesome! This is what i call pushing the MegaDrive's limits!
The master system version blows this version out of the water.
I love the bad audio quality in this version
What temperature is your genesis right now?
seGA FUCKING GENESIS I LOVE YOU
The problem of the PCM quality is not the hardware but just the ROM size. I used 4 bit ADPCM @ 13 Khz because this is the maximum i could use with the remaining ROM size (1.3 MB for 3:40 of PCM music).
We can do 32 Khz PCM on MD, and this is without the heavy filtering we have on the SNES :
dl.dropbox.com/u/93332624/dev/megadrive/demo/BadApple-snd-32k.bin
Sounds somehow more hardcore on a Genesis. Now to find a Genesis chip tune version..... Better yet, this with a chip tune version and the same vocals xD
God, those stupid hats. Of course it's Touhou. Anyway, this is damn impressive. Great job!
Now the Yamaha chip will burn!
Marcelo Henrique *mommy why is my genesis on fire*
It works on my Mega Drive VA4 NTSC-J (1990)
cette démo rend la megadrive sexy :)
Great!!! but I did not notice your crazy ROM all the time...
Sega Genesis 4 life, PCM FTW
Thanks for the comment :)
I added a link in the video description where you can somehow see the progress.
Sonic the hedgehog in Touhou
Very impressive.
Welp, There's Blast Processing For Ya.
well, since video is just only absolutely black and white, you could store pixel with only 1 bit, so yeah, you wouldn't need fancy optimization method.
Still, nice job though
In reality the video use 4 shades of grey, but stil 2bpp with a lot of black/white which make it easier definitely.
Holy shit this is art, how the hell did you manage to port this to an old console?
awesome!
Maxpound Definetly, but this would be one of the first demos/games pushing hardware limits, not *the* first. The Under 4k (4 kilobytes) Challenge has some impressive stuff (such as a way more simplistic Minecraft). Check it out when you can.
Weebs: Bad Apple rocks!!!
Normies: Pokehman.
Now I'm wondering if the roms can be updated to utilize software from "Markey Jester" or "Aurora Fields" (They have their own TH-cam channels that showcase their software if anyone is curious).
I think the same. This makes me wonder too... we don't need newer hardware at all, we have transistors enough! We need decent programming, to the hell with frameworks!
Sounds like megadrive 2 ; on first model it would sound better
LUV IT
Introducing: Touhou Blast Processing.
btw i'm gonna test if this works with Genesis Plus GX (the SG-1000/SMS/GG/SEGA CD/MEGA DRIVE emulator for the Wii)
When you watch gamehut so you know how this was done
Many thanks, good sir. ツ
what is surprising and painful in this video is the advice "Don't try it on snes as it does require blasting processing" knowing that even game boy does it very well on its native resolution.
tonmasterboy There is a good reason to say that actually. The GBC does it a full resolution but:
- GBC resolution is 160x144 = 23040 pixels, compared to 71680 pixels here or to 57344 pixels of the SNES
- GBC has a 8 Mhz custom Z80 (compared to the original 4 Mhz) and that definitely help a lot.
- SNES cpu is weak, actually i would say it's not far from the GBC CPU in term of performance and miles behind the genesis 68000.
Still there is a WIP version for the SNES... not yet 100% done : some slowdowns remain and the streamed sound is not yet fully functional. But given the SNES hardware i would say it's already quite impressive.
This video is in 2bpp (4 colors)
People are going crazy but this technique was used in sonic 3d blast. Look up game hut to see how it was done.
I watched Game Hut's video. He explains that the intro of Sonic 3D Blast is fake full screen video. The vertical resolution is 80 pixels, extrapolated to fill the whole screen vertically. And the frame rate is only 15 FPS. This demo is real full screen video at 30 FPS (which is faster than movies on DVD, by the way). Plus, it features sampled music, which Sonic 3D Blast's intro does not feature.
Of course, this demo only uses 2 bits per pixel for video, so it makes things easier. But still, we cannot say that this has been done before. At least, I had never seen real full screen video, at full native resolution, 30 FPS, with PCM music, before this demo.
Oh I saw that Game Hut has another video, about the logo animation in Sonic 3D Blast. This is indeed full screen video at 30 FPS. But with only 1 bit per pixel, and I guess no PCM music.
Eat your heart out, Sega CD! :P
I have a question. Can you explain how this is done, how the video is inserted. Are these pieces of sprites that then connect or what? I saw something like this in the intro of Red Zone. You can throw off the article or explain how it works. Thanks.
we need to bring Edward Swartz sexiest cartoons into a GENESIS homebrew :u
You talking about Eric Swartz?, the Amiga animator?.
Impressive but the audio is a lot better in real hardware though..
How would it sound better on an actual Genesis?
Lindvardh Stødhingsson
Actually the video was taken from a hacked Gens version supporting 8 MB rom. Problem is that Gens is not really good when it comes to reproduce the PCM sound (which is used here) so it may sound better on real hardware.
Hi stef. This is awesome work! :D
I saw a SNES version but it wasn't as good, smaller resolution and not as smooth.
But better sound quality