Huge thank you for such a spectacular and in-depth review! I was particularly happy that my little surprise for the PAL users was finally noticed and appreciated, as I went the extra mile to make it happen. Also, I think that new camera you've got recently added some extra Blast Processing to this video! To address some occasional water level crashes you had during some tests, I investigated it and it appeared to be a rather rare low-level bug on the hack's side. It was causing a data race condition and affected some machines more than the others (I assume it really comes down to tiny differences in memory performance of the flashcart and the system itself). I released a small update that fixes this issue. The hack should now work stable on any Genesis/Mega-Drive revision. Download link is the same.
5:46 I always assumed that the “no signal” message was done in editing to make sure glitches were clear. Didn’t know it was part of the display itself.
No, actually. All capture cards have a "no signal" message of some kind but with Magewell capture cards, you have the ability to change that message. So, I made my own "no signal" screen and told it to use that (I can change it to any picture if I really wanted lol). So, whenever my capture card gets no signal, my own text appears. No video editing was done to make it do that 😅
Hi Garrulous64! I'm one of your Subscribers on RUclips! And yeah, that Gameboy mode of Sonic 1 Blastless is pretty cool despite the hard to distinguish what's what due to the degrading graphics quality.
There is actually a trick that can be done to get a full 320 x 240 resolution on NTSC Mega Drive / Genesis systems, but it's pretty complicated. The TiTAN group actually used this trick for Overdrive 2.
*lifting the VDP pin is actually the most destructive way of getting rid of the jaibars, because the pin might tear and fall off, and there's no turning back. moreover, lifting a single VDP pin is more difficult since the adjacent others might get damaged in the process. there's a much safer option, and that's cutting a trace on the motherboard near the video encoder and bringing the target encoder pin to ground. this way the VDP risks nothing and the cut trace can easily be bridged later. DO NOT do it if you don't know what you're doing. jailbars derive from the colorburst frequency, which is generated by the VDP, and if you are only using composite video you'll see everything in black and white. That's also why I would go for the "encoder trace" option instead of this one - it's easily reversible. So this mod is recommended ONLY if you use RGB cables.
This hack is amazing, I wish I knew just how they managed to do it. It's unfortunate that the OSSC and Framemeister struggle with this one, as the retrotink 2X runs it with no issue whatsoever. But then again, that's a line-doubler rather than a true upscaler.
The OSSC is also a line doubler; not a true scaler. I should have picked my words more carefully. My bad. I've heard that the RetroTink is more capable with resolution changes. I'm really looking forward to the RetroTink 5X.
@@redhotsonic I have the 2X scart and 2X multiformat, they're both incredibly capable, easy-to-use devices. One thing I've noticed is that in the Sonic 2 bonus stage, it handles the resolution change seamlessly, but my TV mentions the new resolution.
I have a suggestion that might help out with your digital capture card issues in the future, though it would require asking somebody to build a modchip for you. Here's what I have outlined... *Mega Drive VDP modchip for seamless native integer horizontal scaling on digital output;* - If the VDP registers are set to H40, do a 4x horizontal integer scale to get 1280 pixels. - If the VDP registers are set to H32, do a 5x horizontal integer scale to get 1280 pixels. - Either way, regardless of VDP mode, the horizontal resolution is always the same on the digital output, keeping digital capture cards happy. - Because it is linked directly to (and controlled by) the VDP registers, the modchip should theoretically have no delay when switching resolution modes. - For outputting to a 4K capture card, just double the horizontal integer scaling value. - Something similar could probably be done for the vertical resolution to help a digital capture card think it is receiving a 480p signal regardless of whether the console is operating in 240p or 480i modes. Again, it would be linked directly to the VDP registers, minimizing the delay.
Those game crashes probably come down to hardware revisions being slightly different. There are several games out there that have certain bugs or issues when played on certain revisions of the Genesis hardware, of which there are literally dozens of. Significant changes were made internally between some of these revisions, leading to issues when it comes to certain game's programming being designed around a specific revision. Some games even take advantage of bugs present in Model 1 hardware to produce certain effects. It's all pretty well documented & very interesting.
PAL resolution hacks really should be a thing we see more of. If they could also allow for an optimized framerate that would be epic. This is one really cool idea for a hack tho
Could the crash be caused by the animated spikes-pointy thingies? Maybe it's caused when the water waves are loaded into RAM? Just trying to figure it out in my brain.
bro that sonic tea presents joke around the beginning was so perfectly timed as i was drinking tea at the *exact* same time as mr red hot chili peppers
There's a button code for the DX Version of Sonic 1 Blastless just press Up, Down, Left, Right and then A + Start which is the Sonic 1 Level Select code and allows you to change what the Hack can do like playing it with other Different System Styles
There's a Blast less DX as well that makes the transitions even faster then before. Works fine on my flash cart, (tested on my Electrohome CRT rather then my flat-screen, Genesis model 2 and AV cables) but would the DX version possibly fix the weird compatibility issue with scales and such?
Blast Processing was never used in any games, they used the term that is for some other feature to simply state their clock speed was twice as fast as the SNES. There are technical articles out there that show what Blast Processing really was, and it wasn't for gaming, because there wasn't any power left to do that (irony). Basically, it was just a way to directly access all 3 channels for red, green, and blue, and switch them to any intensity as desired, showing all 512 colors at once, if desired. The fact the DMA use allowed for faster access, is the "Blast Processing". The wrinkle in it is that it required precise timing to draw a stable image on-screen, similar to Atari's "Racing the Beam", except each console's clock speed was different enough that any Blast Processing images were not compatible with each other fully, but can be with timing tweaks, again different to each system. There have been SEGA Fan-Boys refusing to accept that this is what Blast Processing is, but again, technical journals prove the above to be correct, albeit in far better detail.
I was wondering weather or not you'd cover this rom hack, although you did forget to mention something, they added the spindash in this hack, I know that's kind of standard Sonic move now a days but given that the hack is mostly about the technical stuff we should at least be thankful they did that. I was really surprised and pleased by the fact that this hack the full vertical res of the pal contraption, looks like you can do that with a Sonic Rom Hack, this makes me excited in seeing the other 3 Classic Sonic games in the full 320 by 240 pixels on Pal consoles, just imagine the glory of S3K in 320 by 240 pixels.
You should've never told me to never look up the jailbar effect, now i *have* to look it up. Edit: Apparently it's an analogue video problem. Kind of looks like the entire screens have some sort of vertical stripes or well, jailbars all over it.
I use a Magewell Pro Capture HDMI 4K Plus LT. But it's pretty damn expensive. However, I also own a Magewell Pro Capture HDMI and that works well with the OSSC (NES/SNES's need dejittering if RGB). Or if 4K is a must, I use to own the Avermedia Live Gamer 4K - GC573 which also works beautifully (NES/SNES still needs dejittering if RGB).
When you said and this is the perfect opportunity to...I tried to skip the sponsor and then was like wait and realized it was a joke when instead of a 3 minute break to plug a VPN, it you just continued and went back and then I laughed when I saw the gag.
Well now I know why genesis games dont look right on emulators im used to the bars. Even that m2 3ds port with the realistic crt display using 3d was a little too smooth
Huge thank you for such a spectacular and in-depth review! I was particularly happy that my little surprise for the PAL users was finally noticed and appreciated, as I went the extra mile to make it happen. Also, I think that new camera you've got recently added some extra Blast Processing to this video!
To address some occasional water level crashes you had during some tests, I investigated it and it appeared to be a rather rare low-level bug on the hack's side. It was causing a data race condition and affected some machines more than the others (I assume it really comes down to tiny differences in memory performance of the flashcart and the system itself).
I released a small update that fixes this issue. The hack should now work stable on any Genesis/Mega-Drive revision. Download link is the same.
Furry
@@kirbykirby6136 that was nothing related to their comment.
This is a fantastic effort! I've gotta say, great, great job on all of this!
Best ROM hack of 2021, vladikcomper! I just played your hack the other day and I was amazed at what the Sonic engine can do, it was really cool!
Why are people saying furry to him he did alot of effort making this romhack.
2:04 best ad reading ever
"Haha, you thought this was sponsored."
@@PKSuperStar256 y e a h l o l
Scalping The Megadrive
I was thinking he about to do a sponsor 😂
redhotsonic: “It’s not the end of the world”
Music: End of the World
nice
5:46 I always assumed that the “no signal” message was done in editing to make sure glitches were clear. Didn’t know it was part of the display itself.
No, actually. All capture cards have a "no signal" message of some kind but with Magewell capture cards, you have the ability to change that message. So, I made my own "no signal" screen and told it to use that (I can change it to any picture if I really wanted lol). So, whenever my capture card gets no signal, my own text appears. No video editing was done to make it do that 😅
@@redhotsonic well I didn’t know how to describe it really
@@redhotsonic do GIFs work?
As much as I like Sonic's 16-Bit look, that Gameboy Sonic is REALLY cool.
Hi Garrulous64! I'm one of your Subscribers on RUclips! And yeah, that Gameboy mode of Sonic 1 Blastless is pretty cool despite the hard to distinguish what's what due to the degrading graphics quality.
Hello garrulous64!
16 bits ? 8 bits ! 4 bits ! 2 bits ! 1 bit ! Half bit ! Quarter bit !
THE WRIST GAAAAAAME
The Bit Wars
Filmed by Angry Video Game Nerd
THE WRIST GAME!!!!!!!!!!!!!!!!!!!!!!
3:08 is this sonic 3d blast 5
I see what you did there
Just the word "sonic 3D blast 5" hurts my ears
Your setup definitely looks RTX enhanced, fits in with the hack quite nicely! Plus the PAL twist is was legitimately surprising
This is basically the AVGN Wrist Game meme but for Sonic
Y E S
Fact: Sometimes when Blast Processing (when its already on 16-bits) drops to zero you can got ILLEGAL INSTRUCTION error.
Is it possible to resume with C?
There is actually a trick that can be done to get a full 320 x 240 resolution on NTSC Mega Drive / Genesis systems, but it's pretty complicated. The TiTAN group actually used this trick for Overdrive 2.
Completely unrelated, but...
iz fellow floof?
@@RandomTomatoMusic Yep.
@@AmaroqStarwind °o° yei
12:04 He really did the, 64 BITS! 32 BITS! 16 BIT, 8 BUT 4 BIT 2 BIT 1 BIT 1/2 BIT 1/4 BIT
THE WATTCCHH GAMMMEE
8-Bit
16-bit
I never thought I'd see the day where RHS says the word 'sus' and refers to Eggman as that.
"And speak of privacy!.." I thought this would be a segue for a NordVPN sponsorship but I was wrong lol
4:00 *screams in pain*
4:00 A M O G U S
S U S
Among Us is cringe
S U S
@@SluggishRain Among Us is cringe
@@xboxed7202 shut up you don't get to have an opinion
Now
Sus
*lifting the VDP pin is actually the most destructive way of getting rid of the jaibars, because the pin might tear and fall off, and there's no turning back. moreover, lifting a single VDP pin is more difficult since the adjacent others might get damaged in the process. there's a much safer option, and that's cutting a trace on the motherboard near the video encoder and bringing the target encoder pin to ground. this way the VDP risks nothing and the cut trace can easily be bridged later.
DO NOT do it if you don't know what you're doing. jailbars derive from the colorburst frequency, which is generated by the VDP, and if you are only using composite video you'll see everything in black and white. That's also why I would go for the "encoder trace" option instead of this one - it's easily reversible. So this mod is recommended ONLY if you use RGB cables.
This hack is amazing, I wish I knew just how they managed to do it. It's unfortunate that the OSSC and Framemeister struggle with this one, as the retrotink 2X runs it with no issue whatsoever. But then again, that's a line-doubler rather than a true upscaler.
The OSSC is also a line doubler; not a true scaler. I should have picked my words more carefully. My bad. I've heard that the RetroTink is more capable with resolution changes. I'm really looking forward to the RetroTink 5X.
@@redhotsonic I have the 2X scart and 2X multiformat, they're both incredibly capable, easy-to-use devices. One thing I've noticed is that in the Sonic 2 bonus stage, it handles the resolution change seamlessly, but my TV mentions the new resolution.
4:02 AMOGUS REFERENCE?!
I love how realistic and immersed means over 50% of the screen is pure black(like in the intro clips). So bad. Thumbs up on the video
nice video your videos are entertaining and your great at showcasing things your channel is amazing
I have a suggestion that might help out with your digital capture card issues in the future, though it would require asking somebody to build a modchip for you.
Here's what I have outlined...
*Mega Drive VDP modchip for seamless native integer horizontal scaling on digital output;*
- If the VDP registers are set to H40, do a 4x horizontal integer scale to get 1280 pixels.
- If the VDP registers are set to H32, do a 5x horizontal integer scale to get 1280 pixels.
- Either way, regardless of VDP mode, the horizontal resolution is always the same on the digital output, keeping digital capture cards happy.
- Because it is linked directly to (and controlled by) the VDP registers, the modchip should theoretically have no delay when switching resolution modes.
- For outputting to a 4K capture card, just double the horizontal integer scaling value.
- Something similar could probably be done for the vertical resolution to help a digital capture card think it is receiving a 480p signal regardless of whether the console is operating in 240p or 480i modes. Again, it would be linked directly to the VDP registers, minimizing the delay.
Please like this comment so that @RedHotSonic is more likely to see it!
2:05 They had us in the first half, not gonna lie
Those game crashes probably come down to hardware revisions being slightly different. There are several games out there that have certain bugs or issues when played on certain revisions of the Genesis hardware, of which there are literally dozens of. Significant changes were made internally between some of these revisions, leading to issues when it comes to certain game's programming being designed around a specific revision. Some games even take advantage of bugs present in Model 1 hardware to produce certain effects. It's all pretty well documented & very interesting.
@redhotsonic okay I'll cut it some slack. 3:10
3:13
Sweet! A new BDIWORH video!
I see you've finished your chores from your wife's list from the last video...
Nice 16 bit rendition of Planet Wisp. I noticed it playing while you were comparing Analogue and Digital Scaling :)
Its not a 16-bit rendition. It's from Sonic Colours Planet Wisp Act 2.
Oh, I see 😅. Thanks for correcting me!
1:33 *Sonic Tea Presents*
4:03 I think I saw Eggman vent in electrical a few seconds when this meeting was called and he tried to kill me (joke)
_"I don't see a difference."_ 👀
Gotcha 👌
PAL resolution hacks really should be a thing we see more of. If they could also allow for an optimized framerate that would be epic.
This is one really cool idea for a hack tho
The fact that it said:"Sonic T e a Presents" Just got me for some reason
1:00 Rare footage of RHS turning into Blippi.
The solution to the video mode switching thing is to pause the game when it switches.
Could the crash be caused by the animated spikes-pointy thingies? Maybe it's caused when the water waves are loaded into RAM?
Just trying to figure it out in my brain.
2:04
Good one, i was going to smash that right arrow to skip
sonic 1 blastless pal master race
I've noticed you have changed your thumbnail, it look very nice.
Now for Sonic 1 with RTX on
Omg I still have one of those old thick Panasonic TVs, I use it for my PS4 and my MD. Really good screens on them
bro that sonic tea presents joke around the beginning was so perfectly timed as i was drinking tea at the *exact* same time as mr red hot chili peppers
I think the slowdowns add to the "blastless" effect anyway.
2:08 witness protection program be like
Sonic 1 Blastless A.k.a: Sonic 1 Rtx.
As I open up this video, I get an ad introducing a YT channel called "Knuckle Head".
There's a button code for the DX Version of Sonic 1 Blastless just press Up, Down, Left, Right and then A + Start which is the Sonic 1 Level Select code and allows you to change what the Hack can do like playing it with other Different System Styles
There's a Blast less DX as well that makes the transitions even faster then before. Works fine on my flash cart, (tested on my Electrohome CRT rather then my flat-screen, Genesis model 2 and AV cables) but would the DX version possibly fix the weird compatibility issue with scales and such?
Using the power of Blast Processing™ to remove the power of Blast Processing™
There have been successful CPU upgrades from 68000 to 68010 for some slowdown reduction at the cost of game compatibility
Amazing video love lighting improvement :)
7:25 what song was playing here?
As soon as I heard of this game, I just knew you'd be making a video on this.
Blast Processing was never used in any games, they used the term that is for some other feature to simply state their clock speed was twice as fast as the SNES.
There are technical articles out there that show what Blast Processing really was, and it wasn't for gaming, because there wasn't any power left to do that (irony).
Basically, it was just a way to directly access all 3 channels for red, green, and blue, and switch them to any intensity as desired, showing all 512 colors at once, if desired.
The fact the DMA use allowed for faster access, is the "Blast Processing". The wrinkle in it is that it required precise timing to draw a stable image on-screen, similar to Atari's "Racing the Beam", except each console's clock speed was different enough that any Blast Processing images were not compatible with each other fully, but can be with timing tweaks, again different to each system.
There have been SEGA Fan-Boys refusing to accept that this is what Blast Processing is, but again, technical journals prove the above to be correct, albeit in far better detail.
2:04 that was clever
12:15 redhotsonic in gameboy
4:01 made chuckle
4:03 I think eggmans looking sus too
Yeah man, We blast processin' with this one
How does this not have 6 million likes already??
I was wondering weather or not you'd cover this rom hack, although you did forget to mention something, they added the spindash in this hack, I know that's kind of standard Sonic move now a days but given that the hack is mostly about the technical stuff we should at least be thankful they did that. I was really surprised and pleased by the fact that this hack the full vertical res of the pal contraption, looks like you can do that with a Sonic Rom Hack, this makes me excited in seeing the other 3 Classic Sonic games in the full 320 by 240 pixels on Pal consoles, just imagine the glory of S3K in 320 by 240 pixels.
4:18 uhmmm, not sure how Millie's gonna feel about this
2:10 2:18 Press X to Doubt that the Master System could pull it off
BIG AMO GUS MEMONTO
4:03
2:05 oh boy here we go better get ready to ski- oh
you had me!
You should've never told me to never look up the jailbar effect, now i *have* to look it up.
Edit: Apparently it's an analogue video problem. Kind of looks like the entire screens have some sort of vertical stripes or well, jailbars all over it.
so uh, tell the cowards within the comments what it is, im slightly worried to look
Everytime you mess up, Sonic loses bits!
What is the cheapest flash cart would you recommend?
Mega EverDrive X3. It does the job well enough for Mega Drive (Genesis) games.
@@redhotsonic ok, just ordered one
Sonic 1 blast levels: Sonic 1 Genesis. Sonic 1 Master system. Sonic 1 Atari or commodore 64. Sonic 1 G A M E B O Y
I'm...not sure "reconsilidate" is a word...
Gracias por subtitular todos tús vídeos. I understand English, but it helps me in some parts
4:00 not among us again
Curious, what capture card do you use? All the ones I've tried with my OSSC get grumpy.
I use a Magewell Pro Capture HDMI 4K Plus LT. But it's pretty damn expensive. However, I also own a Magewell Pro Capture HDMI and that works well with the OSSC (NES/SNES's need dejittering if RGB). Or if 4K is a must, I use to own the Avermedia Live Gamer 4K - GC573 which also works beautifully (NES/SNES still needs dejittering if RGB).
That end was GOLD
If Sega never invented Blast Processing.
Sonic Tetris - but will it work on real hardware?
3:53 that was blocked when i played in sonic origins recently
I am so wishing on a Sonic 2 Blastless and then Red-Hot-Sonic will give it a "But does it work on real hardware?" review.
10:24 It never happened on my PAL Mega drive 2
1:59 well played
RHS Has not filled the bar for blast processing.
the bit wars in sonic
When you said and this is the perfect opportunity to...I tried to skip the sponsor and then was like wait and realized it was a joke when instead of a 3 minute break to plug a VPN, it you just continued and went back and then I laughed when I saw the gag.
0:43 "Slack with your skills and the chip will start to flop"
But.... processors are SUPPOSED to flop...... many many times a second.
Now all we need is sonic 2 blastless
Just wait for the switch port this October
Now this is some 4 bits.
I am the first one out of the team that made a video about this hack.
There actually was an offical sonic port on the sega master system
The visual quality getting worse reminds me of the U rappin' cool, good, bad and awful meter in the Parappa the rapper games.
I've got an idea m8
Sonic 1 RTX, But it works on real hardware?
One more thing about it, Sonic 1 blastless has the spin dash
8:50 what's the song playing in the background?
Well now I know why genesis games dont look right on emulators im used to the bars. Even that m2 3ds port with the realistic crt display using 3d was a little too smooth
0:27 uh oh i looked it up and now im glad i was boen in 2004
uh me eglish bed
Sonic blastless DX optimises speed of game for pal consoles: on my Pal Mega drive 2 S1 blastless DX runs in 60hz!
When the eggman is sus 4:03
TEAM changing to TEA is actually because of the sprite limit.
There is a lot of sprites that a lot of sprites will decide to melt in front of u
Waiting Sonic 2 Anniversary edition
With your knowledge of hardware you could possibly be a computer designer!
It's been a while since the last time I saw your videos.. for some reason I never get recommended by your videos anymore