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Gradius gaiden rom translated4/6/2023 ![]() I wish 4th gen machines kept the sprite magnification of the ancients :P Mega Drive lacks the magnification feature since the bit that enabled it got replaced with the 128KB mode toggle instead. At that point you may as well just use eight normal sprites unless you're really tight on memory. 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. Remove one of the earlier sprites in the scanline and a later one will get magnified. The problem is that it's the four sprites on the scanline. 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.įinishing a game requires way more dedication and willpower than starting it. 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. The huge string of unfinished and unreleased projects that this person displays on their YouTube channel is pretty revealing of a pattern. ![]() I am pretty sure it is lack of motivation and ability to concentrate on one project until the end. I don't think it is bugs that keeps these projects shelved. 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. So porting something basically allows the programmer make an engine and reuse existing content (sprites, backgrounds, music, etc). Nowadays porting older stuff is not as useful since we can easily emulate the older systems on our computers and even our phones. 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. 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) 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: In fact, I think a Genesis port (possibly even a Sega CD port) would have worked quite well. :Dīut that's besides the point, you are correct in saying the X68000 port of Gradius 2 for the MSX needs more attention. Ha, didn't think I'd see someone use one of my own videos to get their point across. ![]() No tracker has a way to utilize that feature, so that's definitely why he is sampling the 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.Įdit: It seems the sound effects are using the FM chips internal timers. I also think I figured out why he is using sampled sound effects. I always did want to provide the music to a port of Gradius II. 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. It uses the drum samples from the Arcade version, and is largely based on the X68000 version. 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. I approached the guy working on the port on Twitter, and asked him if he needed help porting the sound.
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