Sonic the Hedgehog on Commodore 64. Really.

แชร์
ฝัง
  • เผยแพร่เมื่อ 29 มิ.ย. 2024
  • Ep 52 : Thirty years after debuting on the Sega Genesis, Sonic finally arrives on the C64 and you won’t believe your eyes!
    Channel Membership: th-cam.com/users/retrobitstvjoin
    Patreon: / retrobits
    Amazon: www.amazon.com/shop/retrobits
    Twitter: / retrobitstv
    REU and Easyflash Showcase - • Commodore 64 REU and E...
    Download Link - csdb.dk/release/?id=212523
    00:00 Introduction
    01:07 REU Required
    02:04 Gameplay
    11:09 Technical Ruminations
    15:28 Conclusion
    *Retro Bits earns money from Amazon and eBay Partner Links
  • วิทยาศาสตร์และเทคโนโลยี

ความคิดเห็น • 343

  • @jasonblalock4429
    @jasonblalock4429 2 ปีที่แล้ว +15

    5:00 Funfact: the soundtrack for Sonic 1 SMS was arranged and composed by the great Yuzo Koshiro, and was praised at the time for its faithfulness to the original while making the most of the SMS's limited sound chip. I wonder what he'd think of this re-re-arrangement.

  • @VandalIO
    @VandalIO 2 ปีที่แล้ว +82

    Didn’t know c64 was capable of blast processing ..

    • @talideon
      @talideon 2 ปีที่แล้ว +35

      CommoDOre what NintenDONT! 😁

    • @VandalIO
      @VandalIO 2 ปีที่แล้ว +3

      @@talideon bahahahah … good one ☝️

    • @danielt.8573
      @danielt.8573 2 ปีที่แล้ว +2

      It isn't. Genesis does, Genesis.

    • @Boemel
      @Boemel 2 ปีที่แล้ว +2

      came for this comment

    • @MiguelBaptista1981
      @MiguelBaptista1981 ปีที่แล้ว

      @@talideon @Vandalyst
      Here, you both won the internet this week.

  • @null1023
    @null1023 2 ปีที่แล้ว +44

    Wow, that's impressive. Even if it requires an expanded C64, it's still way smoother than I'd have expected on a C64 without some kind of CPU upgrade.

    • @c128stuff
      @c128stuff 2 ปีที่แล้ว +3

      'blitter like' functionality provided by that expansion does really help a lot for making this possible. That would actually be fast enough to do realtime streaming of full motion video (just limited to 16 colors) which has actually been demonstrated in late 1985 already.

    • @archieil
      @archieil 2 ปีที่แล้ว

      ​@@c128stuff Is REU able to blit data to SID?

    • @c128stuff
      @c128stuff 2 ปีที่แล้ว +1

      @@archieil yes, but you can't really pace at what rate it does that.
      So you could write approx 1mbyte/sec to a sid register, or to a cia register or vic2 register. You can also speed up writing all registers, or a select region of registers of all those chips.
      You can't do DMA to the cpu gpio registers at $00 and $01, beyond that, iirc there aren't any io registers you cannot access through DMA on a c64. On a c128 not all io registers are accessible with DMA, specifically the registers of VDC, and if I'm not mistaken the mmu, are inaccessible with DMA.
      The 1541 Ultimate cartridge and its successors use DMA for all register read/write operations when the 64 or 128 is 'frozen', which only works because all the io registers it needs can be used with DMA (not strictly true when using it on a c128 in 128 mode).

    • @locklear308
      @locklear308 2 ปีที่แล้ว +1

      Honestly there's a lot that can be done with computers that we don't think are possible, people just don't put in the effort to optimize nowadays

    • @TheSulross
      @TheSulross 2 ปีที่แล้ว +1

      hopefully will influence other C64 game authors to embrace the REU and start capitalizing on the extra memory and the DMA - could lead to a new era of C64 game play given what is evident in this Hedgehog port

  • @BAZFANSHOTHITSClassicTunes
    @BAZFANSHOTHITSClassicTunes 2 ปีที่แล้ว +20

    Absolute AAA Converstion. Well done C64, your still my fave 8bit computer off all time.

  • @GregsGameRoom
    @GregsGameRoom 2 ปีที่แล้ว +5

    The next high water mark for the C64... Streets of Rage!

  • @merlyworm
    @merlyworm 2 ปีที่แล้ว +21

    It really does sound very good. Ive told people about just how far ahead the commodore 64 was to every other computer of the time when it comes to sound. When IBM and Apple beeped at you, the commodore was playing MIDI's. That SID chip was really something.
    Also, that Sonic port is very VERY impressive. I could have run this for the year or so I was running my BBS off the 1750 memory card. I used it as a ramdisk, but thats cuz nothing supported the extra ram, so the only real use for it was to make it a ram drive. It did make my BBS run lightning fast, tho. EVeryone that would log in would msg me asking how the hell I ran my system so damn fast without a LT Kernal... Then I sold the 1750 and bought a LT Kernal. Great video. I really enjoyed seeing the old Commie running something like this. all on a 1 mhz cpu.

    • @fffUUUUUU
      @fffUUUUUU 2 ปีที่แล้ว

      Commie is in China dude. Not a great name

    • @6581punk
      @6581punk 2 ปีที่แล้ว +7

      It was because Bob Yannes was a synthesizer enthusiast and knew what a proper synthesizer needed, waveforms, filter, ADSR, PWM, ring mod, etc... All the other sound chips around for the most part were designed by people who didn't know anything about electronic music, so they tended to just add square waves and a noise generator, nothing more.
      When Bob and some of his colleagues left Commodore they were going to do another computer but Jack Tramiel threaten to sue them if they did. So they set up Ensoniq and made synthesizers and samplers instead. The ideas Bob had for the SID which he couldn't get working ended up being realised at Ensoniq in the form of the DOC chip, a very versatile sound chip that was used in the ESQ-1 and the Mirage, it eventually made its way into the Apple II GS.

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      Hey another LTK BBS operator, we are a pretty rare breed. I too started with a REU to load all my pfile in before upgrading to C-Net 128 and a 20MB LTK. Man I wish I hadn't sold that drive now.

    • @nickolasgaspar9660
      @nickolasgaspar9660 2 ปีที่แล้ว +3

      SID was a great sound chip but was not far ahead from the competition. The Pokey Chip that came 3 years earlier still shows off its teeth with its ability to emulate SID and to produce superior SFX and polyphony with 4 channels. I think its more a matter of preference without denying the more modern technical characteristics of the SID chip.

    • @merlyworm
      @merlyworm 2 ปีที่แล้ว +1

      @@retrobitstv Me too. There's not a single video about it on youtube. It was a neat little piece of hardware. 20 megs on a commie 64? Yes pls. And it loaded FAST. I ran Image BBS, and with the memory card thing, would take about 45 mins to boot the board, cuz I would hafta lkoad the card up from floppy. but the Lt Kernal was 123, up and running. PLus you could multiplex it.

  • @sketchy0078
    @sketchy0078 2 ปีที่แล้ว +15

    That is so impressive. The sound track in particular is such a great rendition of the original.

  • @6581punk
    @6581punk 2 ปีที่แล้ว +61

    So the DMA controller adds Blast Processing? :D

    • @c128stuff
      @c128stuff 2 ปีที่แล้ว +1

      It certainly blasts every older way of doing this out of the water.. ;-)

    • @TheLoveMario
      @TheLoveMario 2 ปีที่แล้ว +11

      the DMA is literally what blast processing actually is (on the genesis)
      so, yes

    • @Pau_Pau9
      @Pau_Pau9 2 ปีที่แล้ว

      And Wintels don't!!
      (Ported from quote "Ninten-don't!")

  • @hoojchoons2258
    @hoojchoons2258 2 ปีที่แล้ว +2

    Amazing! If you'd told me I'd be watching Sonic on a Commodore 64 in 2022 I'd never believe you!

  • @SilverAura
    @SilverAura 2 ปีที่แล้ว +4

    Not going to lie, I've been pretty jaded by what people can pull off on older hardware but this? This has me genuinely impressed.

  • @AnimalFacts
    @AnimalFacts 2 ปีที่แล้ว +27

    I might have to try this in RetroArch

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว +12

      It runs great in emulation!

    • @Azuris190
      @Azuris190 2 ปีที่แล้ว +3

      @@retrobitstv Lets see if the Mister can handle this ^^

  • @M19u3L1
    @M19u3L1 2 ปีที่แล้ว +6

    Got to love those 90's vibes. Great video and Merry christmas to you and the family

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      Thanks, same to you!

  • @CommodoreFan64
    @CommodoreFan64 2 ปีที่แล้ว +7

    Awesome, I'm gonna have to check this one out on Vice, and my C218, as the Game Gear aka Master System Sonic was the first Sonic game I ever owned, and to this day is one of my favorite Sonic games.

  • @sinistermoon
    @sinistermoon 2 ปีที่แล้ว +1

    This video was such a blast, I'm still processing it! Very cool!

  • @MegaManNeo
    @MegaManNeo 2 ปีที่แล้ว +5

    This looks stunning and impressive.
    The best thing I have to test this with is a Raspberry Pi inside a C64 I built slightly before the THEC64 Mini was announced but VICE will do the job just fine, as seen here.
    Speaking of that, I love how you showcased all the methods you had on hand on how to get the game to run.

  • @jpalmz1978
    @jpalmz1978 2 ปีที่แล้ว

    A work of art ❤️ Happy new year 🎉

  • @8_Bit
    @8_Bit 2 ปีที่แล้ว +31

    You've done a great job covering many aspects of the game. I was working on my own video of it, but all my attempts to improve the NTSC experience with either C128 or SuperCPU just led to crashes. This port is a fantastic achievement; I just hope the compatibility problems are sorted out so I can enjoy an optimal 60 Hz experience.

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว +3

      Thanks! I really do hope there's a patch in the future. I couldn't get it to play for more than a second or two on my 128 before it locked up using either the 1750 or UII+ REU. Others on Lemon64 have reported more luck, but the majority are in the same camp as us. Looking forward to your review!

    • @souljastation5463
      @souljastation5463 2 ปีที่แล้ว

      The aspect ratio is wrongly though: You can tell because Sonic is not a circle when he's rotationg

    • @tomwilson2112
      @tomwilson2112 2 ปีที่แล้ว +4

      @@souljastation5463 There was never a "correct" aspect ratio on the Commodore 64. PAL and NTSC TVs were slightly different sizes, and with 16:9 monitors now, things are even more confusing.
      However, the pixels were never square on my 64 or 128; they are slightly taller than wide. So anything that's square geometrically will be "skinny" on a 4:3 monitor and "fat" on a 16:9 panel. It's only "square" when mapped on 1:1 (which is actually incorrect.)
      It looks to me like he's capturing it correctly here, which will result in circles being slightly "oval."

    • @peterlamont647
      @peterlamont647 2 ปีที่แล้ว +2

      Hey, I have a beamrider board. This corrects issues like that because it gives the 6567 it's own local bus getting rid of badlines problems. I will try it on my C64. I hadn't even installed it because I didn't really have a reason. This is definitely a reason to do it! If it allows the game to run smoothly on NTSC, I'll post back here. If it works, you may want to spring for one from protovision. I got it because of 'super CPU syndrome'. That fear that you'll really want that obscure performance boosting item one day and it won't be available anymore...so you just hope to find one at an outrageous price at some point in the future. I got it for this very reason. It would make codefixing games very easy.

    • @cooperfeld
      @cooperfeld 2 ปีที่แล้ว +3

      ​@@souljastation5463 Right, the video seems to be 4:3, while the 'native' ratio is rather 16:10, according to 320x200 resolution (borderless "Hires" mode). Now it gets a bit complicated: On a 'classic' TV or Monitor, the 64's display area (320x200) sits inside a 4:3 (13.333:10) frame, known as border area of 384x272 pixels (PAL). Since the hires pixels were slightly 'talled', I estimate the effective ratio of the display area at around 15:10, respectively 3:2. If this is true, a 3:2 aspect video would show an undistorted view of the 'real', borderless C64 display.

  • @thehumbleone1983
    @thehumbleone1983 2 ปีที่แล้ว +2

    This would have been cool to see Sonic on the C64 back then as a kid
    ❤️Sonic

  • @PhirePhlame
    @PhirePhlame 2 ปีที่แล้ว +3

    Just tried the C64 Mini, works like a charm! Fast loading, full-game preloading, everything! The only real issue is a Mini-specific one, since the game uses a controller for ingame input but a keyboard for selections. Between those and a USB drive to load the disk image from, that's three ports, and yet the Mini only has a total of two available. Thus, you'll either need to hook up a USB hub, hunt and peck on the built-in virtual keyboard, or hassle with swapping between controller and keyboard to work around this.

  • @Wall-ID
    @Wall-ID 2 ปีที่แล้ว +2

    What a feat, I'm impressed. Thx for the review and happy holidays :)

  • @BobbyCharlz
    @BobbyCharlz 2 ปีที่แล้ว +2

    I’m so grateful for this release and really happy that my brother shared this video with me. We’ve got some projects to finish! ;)

  • @barryon8706
    @barryon8706 2 ปีที่แล้ว +4

    That's really impressive speed on the animation,

  • @peterlamont647
    @peterlamont647 2 ปีที่แล้ว +4

    This is of course possible because the REU transfers a whopping 1MB per second. Yes, you read that right. 1 megabyte! So, you can transfer the entire REU's contents to the screen in 1/4 of a second. In theory, you could scroll even faster than this[they didn't need to, and it would be just a blur at that point]. I'm glad people are finally making REU projects for the machine. I hope to see beamrider projects as well(mostly because I bought one) in the future. My hope is that beamrider support will allow easier codefixing of existing games, and also better development for NTSC/PAL compatibility. That alone makes it worth having. I do have a 1541U II, so I have REU emulation built into that device on my c64. ZThat is easily the coolest hardware addon for the machine. I also would like to see someone take advantage of the GEOS memory expansions. Although they don't offer the REC chip's crazy DMA transfers...2MB would mean some really interesting options for memory hog applications and games.

    • @AgeofReason
      @AgeofReason 2 ปีที่แล้ว

      Geos doesn't even do anything, stop larping

    • @peterlamont647
      @peterlamont647 2 ปีที่แล้ว

      @@AgeofReason GOES memory expanders do something. They add more memory as the name implies. As I said, they do not have the REC chip's dazzling speed, but what you may not know is that the memory is addressable in one block pages. While no one did anything with this other than move the blocks for memory swapping or make ram drives, that doesn't mean no one can. GEObasic is one example. I had to disassemble it to learn the commands. It allows for almost instant access to programs once loaded into memory and saved to ram. Do you even know what LARPing means? i don't think you do. It's an acronym for Live Action Role Play.

  • @axemanracing6222
    @axemanracing6222 2 ปีที่แล้ว +1

    just incredible, fantastic work.

  • @entertainmentforall6609
    @entertainmentforall6609 2 ปีที่แล้ว +1

    Just found your channel. Subbed after 3 minutes. Great video man. Keep it up!! I had no idea Sonic existed on the C64. Mind blown. I runs so well too.

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      Thanks, glad you enjoyed it and welcome :)

  • @andreasm.heitmann7263
    @andreasm.heitmann7263 2 ปีที่แล้ว +6

    This is nothing less than a Masterpiece! Wow! ...

  • @yousefslimani99
    @yousefslimani99 ปีที่แล้ว +1

    Very amazing version of sonic 1 8bit and I used to love it! You know I never playing C64 games before but when I saw Sonic 1 on C64 it forced me to do it!!

  • @GORF_EMPIRE
    @GORF_EMPIRE 2 ปีที่แล้ว

    Merry Christmas and Happy New Year!

  • @VandalIO
    @VandalIO 2 ปีที่แล้ว +5

    Wow the music is pretty accurate, I prefer this sid chip version than the original

  • @documentthedrama8279
    @documentthedrama8279 2 ปีที่แล้ว +15

    having a c64 as a young kid, the idea of master system sonic was a pipe dream. seeing it realised is truly a landmark achievement, i cant compare it to anything considering the architecture. i mean compare c64 outrun to the master system version to get an idea of what was considered the technical difference.

    • @c128stuff
      @c128stuff 2 ปีที่แล้ว +2

      Its not entirely a fair comparison tho. The hardware expansion required for this was introduced in 1985, and enables some very nice tricks to help overcome the lack of cpu power and limited hardware scrolling. Its not unthinkable a much better outrun version can be created like this as well. Problem in the 1980s was that few people owned such an expansion, but that has changed somewhat in the last decade, and of course emulators do emulate that expansion.

    • @Frisenette
      @Frisenette 2 ปีที่แล้ว

      @@c128stuff most of the difference is really down to bad art on the C64. *Most* of the art in Europe on the 64 was created by teens and/or people with limited interest in and knowledge of graphic design. Console games was made by grown arse people with degrees and huge budgets.
      That’s why some of the early C64 games looks so surprisingly good. Because the 64 was the shit, and there was prestige and money in pushing the envelope on the platform.

    • @c128stuff
      @c128stuff 2 ปีที่แล้ว

      @@Frisenette grown up people know how to make an argument without having to resort to the language and way of formulating that you did here. Go grow up and don't come back until you can make your argument in a normal way.
      As to your 'argument'.. in the early days of the 64, there were no big budget game developers, not on the 64, not on consoles. Many games during those days were indeed made by 'bedroom coders', on the 64 and consoles alike. by 1986 that had changed a lot.
      In case of outrun.. that is a release from a big budget developer not wanting to spend too much on ports, but also simply a matter of technical capabilities of the machine.
      If you go look at lots of the existing work of later 80s c64 coders which got released into the demo scene, you'd have found out artistic ability, knowledge of graphics etc, was quite present, among the exact same people who made many of the later European C64 releases.
      What is more, it is almost exclusively ports of 'big budget' games which suffer from bad graphics, sloppy coding, and overall not having spent the attention and budget to make it a good game, just hoping on the name selling it anyway.

    • @Frisenette
      @Frisenette 2 ปีที่แล้ว

      @@c128stuff I take it you are playing prude with my use of “arse” and “ shit”? Grown up people are not overbearing and patronizing. That’s for smug children.
      Nintendo, Namco, Capcom and Sega etc. all where big budget game studios. Not as big budget as today of course. But just take Miyamoto, he has an actual design degree.
      I’m not saying there aren’t good looking games on the 64. Of course not.
      They are just few and far between. And more often than not what makes a game good looking is not code (though it can certainly help) but a deep grok of the limitations of the platforms graphics modes and how to work with them instead of against them. Plus great taste and knowledge of art going outside pixel art.
      Paradroid is an example of a such a game. Beautiful and very simple.
      Outrun for example could easily have looked much much better, as perfectly evidenced by Outrun Europe. Far better but I think it could have been even better than that in fact.

    • @c128stuff
      @c128stuff 2 ปีที่แล้ว

      @@Frisenette "Grown up people are not overbearing and patronizing"
      Good call, now look in the mirror and take some of your own medicine.
      Outlook could have looked better? sure, not arguing that. But it was someone not wanting to pay for that, and not lack of ability of C64 game developers in general. For that matter, virtually all of the 8 bit versions were crap, unlike most 16 bit versions. It so happens many of the people who did c64 ports also did Amiga ports of things. They all of a sudden learned to be professional artisians and programmers? Sorry that makes totally no sense whatsoever.
      Most, but certainly not all 64 ports of games were better than outrun, but many 'quick' ports of arcade games were marginal still. Many original games were far from crap. Curiously, there is quite a lot of overlap in the people involved in those.
      For the record, I know a lot of people who were involved in such ports and originals, have had some involvement in it myself also. Budgets and wanting to cheaply have the title, regardless of quality, and selling just based on the name was far from unusual, and explains many of the marginal ports much much better than anything you have written.
      And just a suggestion.. demos also involve code, sure, but many of them involve art, both graphics and sound. Additionally, working around the system limitations requires very good coding skills, not just knowledge of those limitations and of graphics. I'm still involved in those things on 8 bit platforms, just like the people who created this version of Sonic.

  • @joefell5311
    @joefell5311 2 ปีที่แล้ว +3

    Look at that blast processing!

  • @michaellong8812
    @michaellong8812 2 ปีที่แล้ว +2

    This is an outstanding port. Very impressive considering the limitations of the hardware. Thanks for sharing.

  • @Charleshawn66
    @Charleshawn66 2 ปีที่แล้ว +1

    Another very well made video. Thank you

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      Glad you enjoyed it!

  • @olgunucurel
    @olgunucurel 2 ปีที่แล้ว +1

    Excellent work

  • @SuperMoleRetro
    @SuperMoleRetro 2 ปีที่แล้ว +16

    Very impressive considering what they had to work with on the C64.

  • @poshpaul55
    @poshpaul55 ปีที่แล้ว +1

    my fave 8bit computer off all time great stuff 👏👏👏

  • @Subypowa
    @Subypowa 2 ปีที่แล้ว +1

    This goes to show that programmers in the 80s weren't able to use the c64 to their max most likely due to how hard was to share information back then.

  • @segare-trop-vieux3932
    @segare-trop-vieux3932 2 ปีที่แล้ว +4

    Amazing. I had the c64 back in late 80’s and I played it a lot. Wish we had that Sonic port back then

    • @stickyfox
      @stickyfox 2 ปีที่แล้ว

      Remember the Mario reskin of Giana Sisters?

  • @bozimmerman
    @bozimmerman 2 ปีที่แล้ว +1

    Good review, thanks!
    Some notes from my own experience:
    v1.2 of the game is compatible with the SCPU 128. I couldn't get 1.0 or 1.1 working on it.
    If there is a speed increase using an SCPU, I didn't really notice it -- the game is SO quick and smooth on stock C128s. Heck, even a normal NTSC C64 seemed fine to me, honestly.

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      Thanks for the update! I wasn't able to get 1.1 to work on my C128 with either 1570 or UII+ REU, and I don't have a SCPU. I do need to try 1.2 at some point. Agreed, I was perfectly happy running it on a breadbin though, even with a few graphical/sound glitches the game played really well!

  • @igorperuchi2114
    @igorperuchi2114 2 ปีที่แล้ว +2

    Amazing, it`s running even faster than on the Master System! A truly work of art!

  • @deadpoolredsuit4892
    @deadpoolredsuit4892 2 ปีที่แล้ว +1

    Looks great! sounds even better!

  • @Holammer
    @Holammer 2 ปีที่แล้ว +4

    Imagine an alternate timeline where Commodore did not waste resources on the +4's TED and understood the value of sound, sprites, scrolling & color capabilities instead.
    The result could have been something akin to the PC Engine already back in '84.

  • @skeggjoldgunnr3167
    @skeggjoldgunnr3167 ปีที่แล้ว

    It is not even tempting to give up my ntsc / pal switchable C64 breadbin with JiffyDOS switchable and reset button and SID2SID. It's got the orange-ish function keys, 8 pin AV port, white keycaps with the top and front printing. The 1541 has track counter, JiffyDOS, reset, Device ID switches, switchmode power supply and parallel flux nibbler. This is hardware that took effort, love and dedication to mod. It is too precious to me for me to switch over to the Ultimate 64 board and make it NOT a C64. I have the 1541UII+. But I may get the Turbo Chameleon 64 v2. Finances have been a little rough lately though. That thing aint cheap. And I feel like it's no longer a C64 right there at the point when you use a different processor. Getting a Commodore 128 is probably the smartest way to do this. Handles RAM, CPU AND purity issues and is cheaper than a turbo chameleon 64 v2 with dock and remote and RRNet card.. May have to use a PI1541 for the 1581 needs if the 1541UII+ has compatibility issues here.

  • @CutieFakeKirby
    @CutieFakeKirby 2 ปีที่แล้ว +1

    I didn't knew the commodore can run THAT much stuff! Good job!

  • @allanthomson3260
    @allanthomson3260 2 ปีที่แล้ว +2

    This is a brilliant game, love the music 🎶

  • @zoltanwerner1288
    @zoltanwerner1288 2 ปีที่แล้ว +1

    Another masterpiece on the C64 beautifully ported. Fingers crossed for a 2022 release for Eye of the Beholder which is another impossible port. Great video showing us details!

  • @RETROMachines
    @RETROMachines 2 ปีที่แล้ว

    Very cool video, bro...

  • @braillynn4903
    @braillynn4903 2 ปีที่แล้ว +2

    So glad to hear it might work on the C64 Maxi.

    • @ShokaLion
      @ShokaLion 2 ปีที่แล้ว

      You'll have to enable the REU option using a filename flag. The R5 flag enables the 512KB REU emulation.

  • @temporarilyoffline
    @temporarilyoffline 2 ปีที่แล้ว +4

    This is an amazing port. I'm really impressed that the little c64 can keep up.

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว +2

      I look forward to seeing what others will do with the REU now that the gauntlet has been thrown down!

    • @clauscombat418
      @clauscombat418 2 ปีที่แล้ว +3

      @th And the NES does not have a mapper. But who is complaining about those built onto every second cartridge.

    • @clauscombat418
      @clauscombat418 2 ปีที่แล้ว +1

      @th Replace the first '.' with a ':' and your comment makes that much more sense... 😁

    • @AgeofReason
      @AgeofReason 2 ปีที่แล้ว +1

      @th they're not prepared for reality. As long as they can fanboy larp online there's no hope for them.

    • @AgeofReason
      @AgeofReason 2 ปีที่แล้ว

      @th all I know is I liked your show and some of these comments.
      Did you code this sonic port? I don't think you said you did but I may have missed something. I was on the bus afterall.

  • @bobdefalco
    @bobdefalco 2 ปีที่แล้ว +3

    Between this and the AMAZING Champ Games ports on the ATARI VCS, it's clear these systems were SO much more capable...with a little more memory. So good!!

    • @TheJeremyHolloway
      @TheJeremyHolloway 2 ปีที่แล้ว +1

      Champ Games are using an ARM chip in their cartridges so that’s what’s doing the heavy lifting, not the original 2600 hardware. Mind you, Activision started that process with their cart-based DPC chip for Pitfall 2 back in the day. Since it’s not economical to reproduce the chip today, the enthusiasts at AtariAge decided to first use a cheap ARM to emulate the DPC. But others have since decided to fully embrace modern ARM capabilities in order to do things on the platform that were impossible to do back then.

  • @MrRobbyvent
    @MrRobbyvent 2 ปีที่แล้ว +1

    so we can expect these new advanced routines and techniques to be used in the future to create a host of new games that previously weren't possible on the C64 !!!!

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      I sure hope so. Commodore themselves demonstrated DMA-based graphics capabilities with their own Globe demo when they released the REU back in 1985. I'm surprised more devs haven't taken advantage of similar techniques in games/demos until recently, but I'm excited to see what comes next. Maybe an inexpensive 3rd party REU cart for the masses too? 🤞

  • @locklear308
    @locklear308 2 ปีที่แล้ว +1

    All right time for somebody to Port Link to the past

  • @danielt.8573
    @danielt.8573 2 ปีที่แล้ว

    There's hardware to play Mega Drive games on a Super Nintendo, it's essentially a Mega Drive on a cartridge.
    Playing Sonic on a standard/unexpanded Commodore 64 would be truly awesome.

  • @MS-ho9wq
    @MS-ho9wq 2 ปีที่แล้ว +1

    I love it, don't want to take anything away from the effort, but I still love stock C64 more than anything

  • @UltimatePerfection
    @UltimatePerfection 2 ปีที่แล้ว +3

    And I've thought Somari was impressive for having Sonic gameplay on Famicom (including loop-de-loops which not even Sega could implement for the SMS version of the game). C64 doesn't even have hardware scrolling!

  • @jinte1552
    @jinte1552 2 ปีที่แล้ว

    So much memories. I love this sonic i used to play this exact sonic for hours on on a gamegear when i was a kid :)

  • @claudiosacchi3720
    @claudiosacchi3720 2 ปีที่แล้ว +2

    This is very impressive!!!!

  • @kevinhanley6462
    @kevinhanley6462 2 ปีที่แล้ว

    What an amazing project!

  • @GreenAppelPie
    @GreenAppelPie 2 ปีที่แล้ว

    Omg the lack of on-screen documentation was missed on most, but not all games of that era.

  • @JustJamie1983
    @JustJamie1983 2 ปีที่แล้ว +1

    Mega impressive!

  • @cll1out
    @cll1out 2 ปีที่แล้ว +1

    I wonder if the map layouts are 100% accurate because the map data was simply copied from the original to the port? The C64 itself shouldn’t care how the map data is laid out, what matters is how the game code “engine” interprets the data to display it accordingly. And if the game engine was hand ported no doubt that included all the map rendering interpretation, sprites, mechanics etc. obviously sprites and mechanics likely needed some rework. Regardless, definitely a lot of effort and love in this project and came out excellent!

    • @vetodrom
      @vetodrom 2 ปีที่แล้ว +2

      Well, it is based on the original data. The map layouts are mostly identical to the Master System version. I did some changes in parts where tile combinations where obviously rushed (for examples stones that were cut in half), but no map data corresponding the gameplay. I modified unused tiles and the charsets because of c64-specific restrictions - mostly because of the animations and the mix of hires and multicolor modes.

  • @ChrisFredriksson
    @ChrisFredriksson 2 ปีที่แล้ว +1

    Amazing!

  • @fdk7014
    @fdk7014 ปีที่แล้ว

    "Join us next week when we'll talk about the Skyrim port to the VIC-20"

  • @HarhaMedia
    @HarhaMedia 2 ปีที่แล้ว +1

    What a masterful port, even if it requires a REU.

  • @tubedude54
    @tubedude54 2 ปีที่แล้ว +1

    Wow! Makes me wish I had kept my C64. Those were the days! There was an excitement in the computer world. Everyone was trying to outdo their competition... unlike the boring computer scene we have now.

  • @Grogeous_Maximus
    @Grogeous_Maximus 2 ปีที่แล้ว +2

    Came into this video expecting a cheap laugh and left very surprised. Damn, that's a very impressive C64 game.

  • @WINTERMUTE_AI
    @WINTERMUTE_AI 2 ปีที่แล้ว

    Incredible!

  • @SproutyPottedPlant
    @SproutyPottedPlant 2 ปีที่แล้ว +2

    Works great on my MiSTer, very impressive! I still prefer the original though, the physics are not quite perfect and the sound is cool but it’s not better, did notice the first boss Robotnik doesn’t quite travel all the way to the right and bridge zone act 2 doesn’t scroll. I prefer it in PAL, it’s what I grew up with!

  • @MikeDancy
    @MikeDancy 2 ปีที่แล้ว

    when is the TRS-80 model 100 version coming out¿ ?

  • @EdgyNumber1
    @EdgyNumber1 2 ปีที่แล้ว +1

    I can actually envisage a port of Super Famicom's Starfox on here using vector graphics.
    One game, I believe, might push the hardware is the Sega Master System version of 'Fire and Forget 2.' Very fast driving/flying game with parallax scrolling. Might be interesting to see how a port on the C64 might work.

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      re: Starfox, check out the recent release for c64 called Gates of the Ancient - it doesn't do anything fancy with REU tricks, but imagine what could be done with that game engine + 512k of RAM and DMA. Bitmap textures maybe?

    • @EdgyNumber1
      @EdgyNumber1 2 ปีที่แล้ว

      @@retrobitstv I'd just be amazed with a good use of vector graphics. I used to see so many amazing tricks with the Amiga's Blitter chip, surely there, must be a way of replicating something with this hardware. I recall the BBC Microcomputer could do vector graphics quite well given its limitations. Elite did well.
      Personally, I like this limitation

  • @VenomStryker
    @VenomStryker ปีที่แล้ว +1

    The SID music sounds similar to the Mega Drive music in this game.

    • @retrobitstv
      @retrobitstv  ปีที่แล้ว

      I love hearing C64 renditions of other systems' games. Super Mario came across really faithfully, and the Sonic soundtrack is just fantastic!

  • @darthamiga
    @darthamiga 2 ปีที่แล้ว +1

    wow, i fell over, lol, this is so cool

  • @profesorbooty
    @profesorbooty 2 ปีที่แล้ว

    It's a Christmas miracle!

  • @NewtubeWorldYT
    @NewtubeWorldYT 2 ปีที่แล้ว

    Before watching, I just wanna say, I was super impressed when I saw the original video. I didn't know you could do that on a C64! The music sounds great and everything.

    • @AgeofReason
      @AgeofReason 2 ปีที่แล้ว

      You can't. It has to be a modified c64. This is important to keep noted.

  • @megafan1137
    @megafan1137 2 ปีที่แล้ว

    Would absolutely kill to see Mega Man or Kirby's Adventure done on C64

  • @msxwiki
    @msxwiki 2 ปีที่แล้ว +1

    Excellent! Now this is a good Sonic port (and not the crappy thing someone released for the MSX2+ system many years ago).

  • @williamwright9079
    @williamwright9079 2 ปีที่แล้ว

    Yup! Check out the soundtrack!!

  • @gelzamangitzaman1482
    @gelzamangitzaman1482 2 ปีที่แล้ว +1

    wow impressive.

  • @thealandude9146
    @thealandude9146 2 ปีที่แล้ว

    I'd love to see someone upload all of the soundtracks in this version

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      Download link in description also has a .sid file of the game soundtrack!

  • @sparkpower3074
    @sparkpower3074 2 ปีที่แล้ว +1

    Wow, fantastic work. And unlike nintendo, sega will not block and delete this release.

  • @mancavehobbies6213
    @mancavehobbies6213 2 ปีที่แล้ว +1

    It's awesome i did a little vid on it...also subbed you

  • @MiharuHiramu
    @MiharuHiramu 2 ปีที่แล้ว +2

    I'm from PAL land and I never understood why people claimed Sonic was ”fast” when all the games were so slow… yeah, PAL was horrible. I only realized the difference when emulators came out and all games were so fast!

    • @c128stuff
      @c128stuff 2 ปีที่แล้ว +2

      Nothing horrible about PAL, it gets you better resolution, and more CPU time per frame, making more advanced games possible. There is a reason why Sonic on the 64 has some frame dropping on ntsc unless you use a cpu accelerator, but not on PAL. There is a reason why a game like Sam's Journey requires expansion hardware on ntsc but not on PAL in order to run without glitches. NTSC needs to do more work and spend more cycles to get things done.
      If a game was written such (like the original SONIC and by extension also this port, and many console games it seems) to have its 'in-game' time depend on framerate, that is a basic design flaw of the game in a world where there are 2 common frame rates. There exist PAL and NTSC conversions of C64 games which do not suffer from this, because its both easy to detect, and easy to handle the moment in-game time is no longer directly linked to screen updates. In this particular case the authors seemingly decided to stick to the original, and not 'fix' this. Console games often not doing that is usually laziness and cheaping out.

  • @KotCR
    @KotCR 2 ปีที่แล้ว

    I wonder if it could make effective use of the speed sneakers on any level other than the ones they appear in?
    Even is a kid, I thought it was strange that there is only 1 speed sneakers power-up in the entire game in Sonic 1 on the Master System, and only 1 speed sneakers power-up in the entire game in Sonic 2 on the Master System also (despite the power-up have a prominent position in the manual). As I got a bit older, I figured it was because of limitations in the game engine and the hardware it was running on (the Sonic 1 Sneakers are literally only in the very first act, which doesn't have much going on - and in Sonic 2 they're in an underwater zone, so you're movement speed is slowed anyway, meaning you can never really get the full potential out of them - limiting the processing power required to use them).
    Be worth the devs dropping a few of these power-ups in some of the later levels and seeing how they hold up.

  • @ClockworkBastard
    @ClockworkBastard 2 ปีที่แล้ว

    I need those sid chiptunes!!!

    • @retrobitstv
      @retrobitstv  2 ปีที่แล้ว

      Check out the download link in the description, it includes a .sid file of the soundtrack!

  • @zizimugen4470
    @zizimugen4470 2 ปีที่แล้ว

    4:45 There’s a problem with the platform’s physics. On the Genesis, the platform smoothly came to its apex, then dropped back down. In this port, the platform reaches its apex and immediately goes back down, with no hang-time.

  • @DartPixeL81
    @DartPixeL81 2 ปีที่แล้ว

    if this game to be made on commodore and amiga in 1991, I think it would be one of the better games for these computers.

  • @thedungeondelver
    @thedungeondelver 2 ปีที่แล้ว +1

    I bet that 100mhz drop-in 6502 replacement would just eat this for breakfast!

  • @yosefyacub3595
    @yosefyacub3595 2 ปีที่แล้ว +1

    Freaking awesome!!!

  • @skins4thewin
    @skins4thewin 2 ปีที่แล้ว

    No auto-scroll in the Bridge stage eh? Neat.

  • @Yipper64
    @Yipper64 2 ปีที่แล้ว +1

    im proabably just going to play this on my mister because I dont have a REU. Maybe ill get one someday, but idk the mister is so much more convenient than setting that all up.

  • @Breakfast_of_Champions
    @Breakfast_of_Champions 2 ปีที่แล้ว +6

    One Megahertz Baby!😋

  • @moregamemusic
    @moregamemusic 2 ปีที่แล้ว +3

    I would like to see someone tackle the megaman NES series and see if it is possible to get it playable on the C64

    • @AgeofReason
      @AgeofReason 2 ปีที่แล้ว

      One stage would be about 2 or 3 screens long due to memory constraints, lol
      Probably have a separate disk for each stage/boss! 🤣🤣🤣

  • @jkeelsnc
    @jkeelsnc 2 ปีที่แล้ว

    The ram with especially the dma is what makes this possible. I really hope more games are written to take advantage of it in the future. It really does increase graphic performance a lot. I wonder what other nes or sms games will get ported now? Maybe more sms as nintendo is still a legal pain in the rump over their old games.

  • @jos_t_band3912
    @jos_t_band3912 2 ปีที่แล้ว

    Amazing

  • @Diavire
    @Diavire 2 ปีที่แล้ว

    Was that Ryan Reynolds at the start of that commercial? o_O

  • @nokou8114
    @nokou8114 2 ปีที่แล้ว +1

    sonic runs flawless on the c64 mini and maxi..

  • @JonathanRossignol
    @JonathanRossignol 2 ปีที่แล้ว

    "Estimated load time = 24 hours"
    #LFLR
    "VBW"

  • @JH21932
    @JH21932 2 ปีที่แล้ว

    Hi, what model is the Sony Triniton used in the video? Thanks

  • @maxusboostus
    @maxusboostus 2 ปีที่แล้ว

    I don't have an REU - so i'm waiting for some hacker group to crack it to work from tape.
    The machine that keeps on giving. Magic.

  • @skins4thewin
    @skins4thewin 2 ปีที่แล้ว

    I wonder why the run speed is so slow without the Sneakers tho? It seems slower than it should be. Maybe a small programming oversight? Very freaking impressive conversion either way, must have been a ton of work to put together!