Thanks for this. I’m a software development student, but don’t have any experience in plain old C, which is why I haven’t really dived into SGDK yet. However, this series of videos have inspired me to get involved. Cheers!
Just jump in to the tutorials. As software dev student I'm sure you'll be fine, even if you've never studied C specifically! There are people who have been following along who have never coded at all!
@@PigsysRetroGameDevTutorials Cheers. I’ve been working with Deflemask/Furnace trackers, so I’m thinking a good first project might be to get some of my music on to rom, with some graphical things going on. Sounds like a feasible entry point.
Great tutorial man! I really appreciate it! I've been on the road to making mega drive tracks and wanting to run them on real hardware now and the tutorial dropped in a perfect timing. I have a question. If only CH6 is capable of reproducing samples, why do we have 3 or even 4 PCM channels on those drivers? How does it work?
Hi! I subscribed to your channel! Thank you for your lessons! Very useful! Could you suggest, or record a video on the topic of creating game menus and game dialogues? Thanks again for your hard work!!!
@@PigsysRetroGameDevTutorials Thank you very much! I will be waiting for the video!!! There is very little information on this topic!))) everything is easier for Unreal engine)) I'm sorry, maybe the translation is bad, since I'm from another country))
It's a huge machinary to be honest. We've been working on the game here which I expect to be a traditonal animation series along with a movie or tv-show in the future And I'm wondering if music crew of The Earth Worm Jim used the same stuff that you show here? Did you become a proffessional who can create the same kind of music masterpieces like The Jim game has?
Is it possible one day to make a video on how to play the music for our game from the Megacd ? I saw that Pier solar did this, but technically I don't know how to do it, it could be interesting.
Pigsy, do you know of any good discussion forums for Sega Genesis development? I searched for some awhile ago and it seemed like what I found was, pretty inactive. I suppose that's to be expected... but I haven't really caught up with the world and their Discords and Reddits and everything, so if there's a good spot that I'm missing, I would love to know.
So, if it's 3 PCM channels at 13.3/7.7 Khz, how many standard FM and PSG channels at whatever Khz can also play alongside those? And is it 3 PCM channels at 13.3/7.7 Khz in stereo or mono? Also, given what I've heard a lot of people say about FM vs PCM in terms of clarity and such, do we know if there is some reason this tool is focussing on 13.3/7.7 Khz PCM rather than 53.2 Khz FM? I don't fully grasp how all the sound stuff is handled, so just trying to get a better understanding there.
@@Mittens0407 So, it's 3 8-bit 13.3/7.7 Khz PCM channels plus 6 normal 53.2 Khz FM channels and 4 PSG channels (at whatever Khz they are), for 13 properly-separate sound channels all playing at once using this tool? And is that all in stereo too? Like I said, I'm not really sure of how all of this sound stuff works, so just trying to get an idea there.
@@inceptionalPretty much, though it's only 5 FM channels because the 6th one is in DAC mode. One thing to note is that since the 3 software mixed PCM channels play through the single 6th channel together, they all share the same stereo panning. All together for XGM2 it's 5 FM channels, with the 6th FM channel set to DAC mode to playback 3 software mixed PCM channels, along with the PSG. Furnace Tracker by Tildearrow has a dualPCM option for the Genesis, makes it easier to understand when you play around with it. It also has SNES support too if you're interested.
Great and informative video. Cool to see Yuzo still going strong too.
Yuzo is due to release new footage of Earthion game later today (with a new music track too)!
Interesting stuff. I didn't know all that.
Thanks!
Thank you for all your tutorials! ^^
You're welcome!
@@PigsysRetroGameDevTutorialsIt's an amazing job and i never miss one !
Thanks for this. I’m a software development student, but don’t have any experience in plain old C, which is why I haven’t really dived into SGDK yet. However, this series of videos have inspired me to get involved. Cheers!
Just jump in to the tutorials. As software dev student I'm sure you'll be fine, even if you've never studied C specifically! There are people who have been following along who have never coded at all!
@@PigsysRetroGameDevTutorials Cheers. I’ve been working with Deflemask/Furnace trackers, so I’m thinking a good first project might be to get some of my music on to rom, with some graphical things going on. Sounds like a feasible entry point.
Amazing tutorial ! I was waiting for something on the music. Really thank you !
The Synthesis of the Mega Drive Memorable Sound
And Unrepeatable Thanks to the Yamaha YM2612 Sound Chip and Yuzo Koshiro
Another instructive quality video. Thanks a lot, Mr. Pigsy.
Omg, you used L.M.N.C.'s video, nice one, I've seen it!
Great tutorial man! I really appreciate it! I've been on the road to making mega drive tracks and wanting to run them on real hardware now and the tutorial dropped in a perfect timing.
I have a question. If only CH6 is capable of reproducing samples, why do we have 3 or even 4 PCM channels on those drivers? How does it work?
Hi! I subscribed to your channel! Thank you for your lessons! Very useful! Could you suggest, or record a video on the topic of creating game menus and game dialogues? Thanks again for your hard work!!!
I will get to that eventually, but lots of other stuff to cover first!
@@PigsysRetroGameDevTutorials Thank you very much! I will be waiting for the video!!! There is very little information on this topic!))) everything is easier for Unreal engine)) I'm sorry, maybe the translation is bad, since I'm from another country))
Going down to 3 PCM channels a huge loss?
I normally don't use the DAC channel at all!
Having 3 PCM channels is overwhelming for me, bwaha!
It's a huge machinary to be honest. We've been working on the game here which I expect to be a traditonal animation series along with a movie or tv-show in the future And I'm wondering if music crew of The Earth Worm Jim used the same stuff that you show here? Did you become a proffessional who can create the same kind of music masterpieces like The Jim game has?
Is it possible one day to make a video on how to play the music for our game from the Megacd ?
I saw that Pier solar did this, but technically I don't know how to do it, it could be interesting.
Pigsy, do you know of any good discussion forums for Sega Genesis development? I searched for some awhile ago and it seemed like what I found was, pretty inactive. I suppose that's to be expected... but I haven't really caught up with the world and their Discords and Reddits and everything, so if there's a good spot that I'm missing, I would love to know.
i'm not understanding so we arnt using the SEGA_VSCode_Template_?
Have you ever tried Sik's Echo sound driver? I want to try it, but the installation looks too intimidating to me.
I wonder how FM and PSG sound effects are programmed into the games
SFX will be covered soon (although I'll be using PCM ones)
Was fading not a feature of the original XGM driver, or was it that specific level of fading control?
No, it's a new feature of XGM2
@@PigsysRetroGameDevTutorials ngl it seems like a pretty basic feature that a sound driver should have, so I guess I'm glad it was added eventually
I always wondered why there were so many mediocre sounds and instruments (GEMS) on the Geni. The Europeans had better sound using different software.
Hmm, I'm not sure which driver(s) euro devs used for sound
So, if it's 3 PCM channels at 13.3/7.7 Khz, how many standard FM and PSG channels at whatever Khz can also play alongside those?
And is it 3 PCM channels at 13.3/7.7 Khz in stereo or mono?
Also, given what I've heard a lot of people say about FM vs PCM in terms of clarity and such, do we know if there is some reason this tool is focussing on 13.3/7.7 Khz PCM rather than 53.2 Khz FM?
I don't fully grasp how all the sound stuff is handled, so just trying to get a better understanding there.
I think the FM and PSG channels are unaffected by whatever software mixing is occurring with the PCM channel.
@@Mittens0407 So, it's 3 8-bit 13.3/7.7 Khz PCM channels plus 6 normal 53.2 Khz FM channels and 4 PSG channels (at whatever Khz they are), for 13 properly-separate sound channels all playing at once using this tool?
And is that all in stereo too?
Like I said, I'm not really sure of how all of this sound stuff works, so just trying to get an idea there.
@@inceptionalPretty much, though it's only 5 FM channels because the 6th one is in DAC mode. One thing to note is that since the 3 software mixed PCM channels play through the single 6th channel together, they all share the same stereo panning.
All together for XGM2 it's 5 FM channels, with the 6th FM channel set to DAC mode to playback 3 software mixed PCM channels, along with the PSG.
Furnace Tracker by Tildearrow has a dualPCM option for the Genesis, makes it easier to understand when you play around with it. It also has SNES support too if you're interested.
@@Mittens0407 Cool. Thanks for the info.
i cant compile even if i use cmd
If the rest have been compiling ok, then this one should too
@@PigsysRetroGameDevTutorials do I down load the 7z & source?
which tracker are you using there? Furnace?
Deflemask. I'll do a video on that next week
@@PigsysRetroGameDevTutorials wow... (i really wonder there are people still using Deflemask.... :O ) - and thanks!
Good
Thanks! I've been doing quite a lot of GG Shinobi graphics on the side and should be able to show it once the tutorials are over
Certainly, you're doing very well, and I'm confident you'll achieve excellent results, my friend.
@@PigsysRetroGameDevTutorials