Every Dev Diary I watch I get more excited about the project, and in this video you've shown great progress with graphics, animation tweaks, and new enemies! Congratulations on your great endeavor!
It's amazing to see this teamwork progressing so much in so little time. The background colors are now beautiful, no more dull colors, the animation is so close to the original, and the sound effects even compressed sounds so good.
Thanks. While I prefer doing the bigger updates, whenever it has been over a month without a video I'm going to try to put out this kind of smaller one, otherwise people think I've abandoned the project :)
Interesting. I wonder what happened to that tool (although I guess it only runs on Dos/Amiga anyway). I'll do an extensive video on the new tool once it's ready
Thanks, I appreciate the sentiment, but I think I'm at a nice sweet spot in terms of views: enough to have a decent sized community, but not so much so as to attract any unwanted attention from Konami :)
Breaking down all the details is wonderful to hear miss when video game developers cared about there games they make for a console but very excited it's well broken down for the Sega Genesis got my respect 👍
@@PigsysRetroGameDevTutorials no problem I love the Sega Genesis ever since it came out and knew this was the console developers should make alot of games for but SEGA started moving too fast pushing the Genesis aside like it was bad console when they had the right console right in there hands the whole time you can't even get SEGA to go back too the Genesis they too much in to crappy modern games and trying to copy Nintendo now only sticking with sonic only when there are other games that help build the sells the Genesis shame other developers or hackers who don't work for Sega had to step in to keep the Genesis alive and true to the fans who love the Genesis
Thanks for the feedback. Hitting you head in my version currently terminates all upward momentum, plus adds a little rebound downward velocity. I recently replayed the original game all the way through on my Vita during my long commutes to work and remember the original working like that too, but maybe I need to take a second look haha.
@@PigsysRetroGameDevTutorials Oh my god, I'm so sorry, I was completely wrong. The full jump thing is only for DOUBLE jumps. Sorry for wasting your time. You were totally right! I'm so sorry!!!
nice, youre getting to alchemy laboratory! im most excited about that area because it always felt the most like a classic castlevania/demon castle dracula level
Looks amazing as always really liked that zombie death animation, can’t wait to try this out. I also noticed alucards landing into idle animation was missing as well. I think once those animations are implemented he’ll be looking as smooth as the original.
hi, i don't understand english very well, are you trying to develop a megadrive version of symphony of the night complete 🤩? I had downloaded the old demos of what you did really well done for the work … it's really very close to a PlayStation / saturn version, you really respected all the details of the original version
I'm no Sega mega wizard, but I do know that both the primary and secondary sound chip of the mega drive have their own sample playback capabilities. Would it hell reduce the size of sound effects by splitting them among the two chips? One being the scream and the other being the repeated bleeding sound? Another idea would be having some parts of the sound be generated by one of the instrument channels instead. I'm pretty sure you could find ways to create approximations of either part of the sound effect, screams or bleeding, using the capabilities of both sound chips. This does beg the question of the number of sound effects the game is expecting to play back at once, as well as how many channels of both chips are going to be used for music playback. Hopefully these things can be divvied intelligently as to not step on each other's toes too much. The less the sound effects interrupts the music and vice versa, the better. Not all games can do this well, but I'm hoping that with a Castlevania game like this, where sound and music are very important, it can be done well enough.
Thanks for your ideas. Sometimes the sound effects are "colliding" with parts of the music, but I think I may know what the problem is. SGDK already has a pretty decent sound driver, plus an even better one is in development, so I'm hopeful that we can get this right.
it can be only one samples playing channel - sixth of YM2612. SN76489 - second one - cant play samples for Genesis version. even worse - this PSG cant play left or right channels separately. only stereo. always. Game Gear with same chip can have this left or right. but this SGDK use XGM driver. it cant use FM type of sfx - it can use only PCM DAC samples as sfx. and song can take 5 FM channels of YM2612 and all PSG SN76489. sixth of YM2612 will be reserved for samples playing from song, or from sfx. samples can be up to 4 at same time - XGM have multysampling or how it names (drums for song and some zombie screams at same time for example). samples it self can be 14khz quality 8bit mono PCM.
Thanks for the idea. Patreon subs will be getting extra little mini-updates, but ultimately everyone will end up getting the same content once the full videos and roms release
@@PigsysRetroGameDevTutorials That's kind of a shock TBH. I always figured the Sega CD was literaly just an optical drive for the Sega Genesis (MD) with a little extra RAM.
Would you be willing to release the base engine and code sans assets? My fantasy has always for someone to build a Symphony of the night style game on the Sega CD for some reason, and that gets pretty close to it.
Hello, I want to congratulate you for the work you are carrying out with this conversion of the mythical Dracula X. I have been following all the development since you started publishing it and I am greatly surprised by the progress and what you have achieved so far in MD. I hope you continue and I will be one of those who buy it if you finally release it in a physical version! In that sense, I would like to ask you a question based on what you see at minute 4:22, since precisely, I have bought cartridge games from current developers in MD and in some of them that "illegal instruction" screen appears when they are executed. What does this mean? Anyway, thank you very much and I'll follow you! Greetings from Argentina
This is looking amazing! But how do you manage to fit the game into a single MD cartridge? Won't the system have issues dealing with the ROM size? I bet is gonna be huge! And do you intend to make the whole game? Since you're working alone, It'll probably take a lot of time to do the whole thing. What do you think about it?
That will be very hard, because the original is such a great game. I think I can maybe make the difficulty even throughout the game, so that it doesn't get too easy towards the end (especially some of the boss fights)
That's ok, all opinions are welcome. We actually have a regular version too (minus the blue outline), so we may swap it out later (or maybe just have the blue outline version for a powered-up Alucard)
No, why would they? The Patreon is for my overall work (the game development stuff, the tutorials, the other videos etc), not just for this project alone. All the supporters so far seem to primarily be interested in the tutorials. I think they see it as school fees :)
He's great, but we already have a great team of talented music in place for the game. Take a listen to the soundtrack playlist linked at the end of the video.
@@forgot7en while I think SR is better at this work. I don't think this attitude of thrashing others work is going to get you so far. If you're so inclined to get regime here. you can go and ask him. maybe he is whiling to do it , who knows. Anyway no one is entitled to other's people work. even less for free.
@@shadowbugx Touchy. You lack ambition and can't take even the slightest bit of criticism. All I said was "it's not that great," hardly trashing, you child. You're not going to grow as an artist like this. Grow up.
@@PigsysRetroGameDevTutorials That would be amazing. I wonder if its currently possible to have the Genesis run the game, but have the Sega CD play the music
@@PigsysRetroGameDevTutorials I only know of one game that was built to do that with real sega hardware. It’s called Pier solar. The game is on cartridge but it plays the soundtrack off of cd. Seems like an awesome opportunity for your work. Regardless congrats on this project. It’s amazing.
This might get a level or two done but to do the whole game is such a task plus all the l spells and the leveling system. Pretty fun proof of concept, but it’ll never be
Every Dev Diary I watch I get more excited about the project, and in this video you've shown great progress with graphics, animation tweaks, and new enemies! Congratulations on your great endeavor!
Just a little update this time (at least on the surface of things). All going well, there should be bigger updates later this year.
this is the coolest project. keep up the awesome work. we are all rooting for you.
Thanks :)
It's amazing to see this teamwork progressing so much in so little time.
The background colors are now beautiful, no more dull colors, the animation is so close to the original, and the sound effects even compressed sounds so good.
Some nice improvements here, particularly that death animation :)
Thanks. Pyron did a very nice job with the animations. I just have to do me best to faithfully reproduce them on the console
Wonderful little update! Thank you!
Thanks. While I prefer doing the bigger updates, whenever it has been over a month without a video I'm going to try to put out this kind of smaller one, otherwise people think I've abandoned the project :)
The map editor looks very similar to the one we made in 1992 for our Megadrive games
Interesting. I wonder what happened to that tool (although I guess it only runs on Dos/Amiga anyway). I'll do an extensive video on the new tool once it's ready
@@PigsysRetroGameDevTutorials yes it was Amiga. It was never released publicly so only used for our small dev team internally for 2 Megadrive games.
It's a crime that you don't have more views on your vids, this is absolutely amazing!!!!
Thanks, I appreciate the sentiment, but I think I'm at a nice sweet spot in terms of views: enough to have a decent sized community, but not so much so as to attract any unwanted attention from Konami :)
Breaking down all the details is wonderful to hear miss when video game developers cared about there games they make for a console but very excited it's well broken down for the Sega Genesis got my respect 👍
Glad that people are enjoying the more technical explanations, thanks.
@@PigsysRetroGameDevTutorials no problem I love the Sega Genesis ever since it came out and knew this was the console developers should make alot of games for but SEGA started moving too fast pushing the Genesis aside like it was bad console when they had the right console right in there hands the whole time you can't even get SEGA to go back too the Genesis they too much in to crappy modern games and trying to copy Nintendo now only sticking with sonic only when there are other games that help build the sells the Genesis shame other developers or hackers who don't work for Sega had to step in to keep the Genesis alive and true to the fans who love the Genesis
Dude the new is beautiful, good to know that you are mapping using this tile map tool, congrats for your hard work.
Can't wait for this to be finished. SOTN is one of my favorite games and having it on Genesis would be just awesome.
Amazing as always! Edit: Oops, the comment I made before was completely wrong. Sorry everyone
Thanks for the feedback. Hitting you head in my version currently terminates all upward momentum, plus adds a little rebound downward velocity. I recently replayed the original game all the way through on my Vita during my long commutes to work and remember the original working like that too, but maybe I need to take a second look haha.
@@PigsysRetroGameDevTutorials Oh my god, I'm so sorry, I was completely wrong. The full jump thing is only for DOUBLE jumps. Sorry for wasting your time. You were totally right! I'm so sorry!!!
@@fiodoggerson3564 No worries :)
This project just keeps on getting better.
Cadê os brasileiros tem algum por aí ?KKK olha mais falando sério o projeto e lindo demais ❤️ o Mega drive e realmente e atemporal
I think around a quarter of my subscribers are Brazilian :)
Tem muitos fans do Mega Drive no Brasil! E estamos observando essa obra prima.
This has been fun to watch the progress and how you go about things. Super interesting!
Awesome I am stoked
Thanks, I'm stoked that you're stoked :)
nice, youre getting to alchemy laboratory! im most excited about that area because it always felt the most like a classic castlevania/demon castle dracula level
This is the most beautiful and hype thing I've seen in a while!
Dude… this is awesome.
Great video Pigsy Retro 👍
Looks amazing as always really liked that zombie death animation, can’t wait to try this out. I also noticed alucards landing into idle animation was missing as well. I think once those animations are implemented he’ll be looking as smooth as the original.
Oh, lots of Alucard animations remain to be done. Don't worry, I plan on gradually adding them in one by one.
fantastic progress, especially on the zombie. this is looking more promising with every update.
This is looking awesome! Great work.
hi, i don't understand english very well, are you trying to develop a megadrive version of symphony of the night complete 🤩? I had downloaded the old demos of what you did really well done for the work … it's really very close to a PlayStation / saturn version, you really respected all the details of the original version
It will be different from the original, so won't be "complete" in that sense. I hope to have multiple languages for my version, including French :)
I really love these updates and seeing the progress of the project. Keep up the great work!
Es impresionante el trabajo que estas haciendo, la verdad está quedando espectacular!!!!
Cant wait to play it.
I love this i am so excited for this
Fair play if you pull this off!
Wow it’s looking so good, I’m hyped for this game.
Awesome progress!
amazing work showww !!!!
Awesome!
This is amazing!
I'm no Sega mega wizard, but I do know that both the primary and secondary sound chip of the mega drive have their own sample playback capabilities. Would it hell reduce the size of sound effects by splitting them among the two chips? One being the scream and the other being the repeated bleeding sound?
Another idea would be having some parts of the sound be generated by one of the instrument channels instead. I'm pretty sure you could find ways to create approximations of either part of the sound effect, screams or bleeding, using the capabilities of both sound chips.
This does beg the question of the number of sound effects the game is expecting to play back at once, as well as how many channels of both chips are going to be used for music playback. Hopefully these things can be divvied intelligently as to not step on each other's toes too much. The less the sound effects interrupts the music and vice versa, the better. Not all games can do this well, but I'm hoping that with a Castlevania game like this, where sound and music are very important, it can be done well enough.
Thanks for your ideas. Sometimes the sound effects are "colliding" with parts of the music, but I think I may know what the problem is.
SGDK already has a pretty decent sound driver, plus an even better one is in development, so I'm hopeful that we can get this right.
it can be only one samples playing channel - sixth of YM2612. SN76489 - second one - cant play samples for Genesis version. even worse - this PSG cant play left or right channels separately. only stereo. always. Game Gear with same chip can have this left or right. but this SGDK use XGM driver. it cant use FM type of sfx - it can use only PCM DAC samples as sfx. and song can take 5 FM channels of YM2612 and all PSG SN76489. sixth of YM2612 will be reserved for samples playing from song, or from sfx. samples can be up to 4 at same time - XGM have multysampling or how it names (drums for song and some zombie screams at same time for example). samples it self can be 14khz quality 8bit mono PCM.
Maybe you could regularly post updated builds for your Patreon subscribers.
Thanks for the idea. Patreon subs will be getting extra little mini-updates, but ultimately everyone will end up getting the same content once the full videos and roms release
Awesome
😍
I'm interested in this.
thank you
Any ETA on when this project might be finished? This is shaping up to be something truly incredible!
Would you ever consider a Rondo of Blood port for the Sega/Mega CD? It is really a travesty that was never able to happen back in the day.
I would love to see it, but unfortunately the MCD isn't easy to develop for right now
@@PigsysRetroGameDevTutorials That's kind of a shock TBH. I always figured the Sega CD was literaly just an optical drive for the Sega Genesis (MD) with a little extra RAM.
Would you be willing to release the base engine and code sans assets? My fantasy has always for someone to build a Symphony of the night style game on the Sega CD for some reason, and that gets pretty close to it.
Unfortunately SGDK doesn't support Mega CD, so my code wouldn't be too much use.
Hello, I want to congratulate you for the work you are carrying out with this conversion of the mythical Dracula X. I have been following all the development since you started publishing it and I am greatly surprised by the progress and what you have achieved so far in MD. I hope you continue and I will be one of those who buy it if you finally release it in a physical version! In that sense, I would like to ask you a question based on what you see at minute 4:22, since precisely, I have bought cartridge games from current developers in MD and in some of them that "illegal instruction" screen appears when they are executed. What does this mean? Anyway, thank you very much and I'll follow you! Greetings from Argentina
Amazing
This is looking amazing! But how do you manage to fit the game into a single MD cartridge? Won't the system have issues dealing with the ROM size? I bet is gonna be huge!
And do you intend to make the whole game? Since you're working alone, It'll probably take a lot of time to do the whole thing. What do you think about it?
Hi first to give credit this is amazing thank you I have one question... in what areas could this out shine the original?
That will be very hard, because the original is such a great game. I think I can maybe make the difficulty even throughout the game, so that it doesn't get too easy towards the end (especially some of the boss fights)
@@PigsysRetroGameDevTutorials sounds good
Are you going to hardcode blood with every enemy sprite ? How about a blood particule system ?
I don't know yet. The Bloody Zombie has his own unique blood splatter. For other enemies we could use a generic blood and/or fire animation
I love how everything looks; except...the blue outline on Alucard. Reminds me of the gameboy advance game. Just my opinion
That's ok, all opinions are welcome. We actually have a regular version too (minus the blue outline), so we may swap it out later (or maybe just have the blue outline version for a powered-up Alucard)
@@PigsysRetroGameDevTutorials that sounds cool. Like, I love how he looks, it's just the outline; but yea; a powered up 1 sounds Really cool
It's cool that you got patreon, but wouldn't konami c&d your project for that?
No, why would they? The Patreon is for my overall work (the game development stuff, the tutorials, the other videos etc), not just for this project alone. All the supporters so far seem to primarily be interested in the tutorials. I think they see it as school fees :)
You NEED to get Savaged Regime to work on the music too.
He's great, but we already have a great team of talented music in place for the game. Take a listen to the soundtrack playlist linked at the end of the video.
@@PigsysRetroGameDevTutorials I did. It's not that great. SR can do much better compositions.
@@forgot7en while I think SR is better at this work. I don't think this attitude of thrashing others work is going to get you so far. If you're so inclined to get regime here. you can go and ask him. maybe he is whiling to do it , who knows. Anyway no one is entitled to other's people work. even less for free.
@@shadowbugx Touchy. You lack ambition and can't take even the slightest bit of criticism. All I said was "it's not that great," hardly trashing, you child. You're not going to grow as an artist like this. Grow up.
Perhaps try using fixed point calculations to update your animation timings rather than clamping to one sixtieth of a second.
What do you use to record stuff you're doing if you mind me asking?
tools! :) i am like make tools :) will be nice to make tool for making characters for MK3, but i have a little fail :)
if there was a french translation
any thoughts on a Sega CD port?
If SGDK ever gets CD support then I would be willing to try!
@@PigsysRetroGameDevTutorials That would be amazing. I wonder if its currently possible to have the Genesis run the game, but have the Sega CD play the music
@@WRZ75 I believe people have done that with the Mega SD and such, but I'm not sure about a real MCD
@@PigsysRetroGameDevTutorials I only know of one game that was built to do that with real sega hardware. It’s called Pier solar. The game is on cartridge but it plays the soundtrack off of cd. Seems like an awesome opportunity for your work. Regardless congrats on this project. It’s amazing.
@@WRZ75 Ah yes, I forgot about that one.
Whens it coming?
Inosuke
What is the name of this Tool?
I don't think it even has a name yet (it's still in development). I'll do a more extensive video on it once it's finished.
What's the name of the tool? I'm interested on suporting the project :)
16Tile by Iuri
Traducción al español porfavor,
I hope to make a Spanish version of the game eventually
@@PigsysRetroGameDevTutorials thanks
@@PigsysRetroGameDevTutorials Hey, don't forget your Brazilian fans. 😀
Like number 666
How the shit do you expect to run this on a Genesis? Smart, smart dude if you do.
This might get a level or two done but to do the whole game is such a task plus all the l spells and the leveling system. Pretty fun proof of concept, but it’ll never be
no! someday it will be... just like the FF7 remake. 😯😁
:)
I'm interested in this.
You won't go unrewarded!
Awesome 👍