Re: How well can Metal Slug backgrounds be recreated with ti
Posted: Thu May 24, 2018 12:56 pm
i agree it's really strange .
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The Neo Geo's YM2610 sound chip was designed to waste space.93143 wrote:Still interesting. That sample pack sounds pretty egregious, more so than I expected... does the game even use all of the samples? Maybe there's some truth to the idea that Neo Geo developers deliberately wasted space so they could advertise bigger MEGA numbers...Yeah, sorry, I was just taking some random data I had easily on hand and was vaguely related.
I'm not convinced of this. Particularly since most of the game runs at 30 fps, with (IIRC) only a few BG tile animations running at 60... The obvious factor preventing a faithful Metal Slug port on 16-bit systems was ROM size - even with an S-DD1 you'd be hard-pressed to jam even the first game into a Super Mario 64-sized cart, and I can certainly imagine a would-be porting studio taking one look at the number on the original game's cartridge sleeve and noping out - but that's not a fundamental issue with either the SNES or the Mega Drive.TOUKO wrote:This is why a good conversion on a 16 bit system is not really possible without losing tons of details,and the charm of those games .
Most sample based sound chips are capable of pitch scaling, without recording every single note.TmEE wrote:You could maybe say that only if it used uncompressed samples. You could also say similar stuff about how NES uses graphics ROMs disallowing compression with most mappers (and on NG there's no mapper with graphics RAM that I know of, only ROMs).
As long as you've got as much memory as you want, yes. Multisampling is an extremely common technique, but even fairly modern sound sets don't always sample every single note.tepples wrote:I've tended to refer to one sample per pitch as the "Mellotron" pattern. There are valid reasons to use it even without hardware limits like that of the NES or Neo Geo sample unit. One is that an instrument may have greatly differing tonalities in the high or low pitches.
It's usually called "multisample", but it might have other names. It's actually the reason why XM and IT formats have a separate collection of "samples" and "instruments", i.e. the instruments reference many samples. Interestingly, even Famitracker has this feature, where the instrument maps DPCM samples to keys.Espozo wrote:I had never heard of multiple sound samples being used for different notes of one instrument.
Piano samples are mentioned often because the disparity between a real piano and a sample pitch up or down gets very strong rather quickly, and pianos have a very large range for an instrument so there is something real to compare against, too. Pianos also have a separate set of strings and hammer for each note, designed and adjusted to give a good tone across the whole range (e.g. thicker/fewer strings on the bass, softer hammers on the treble), so it's a bit removed from the ideal thing that a samplerate change could replicate where each successive pitch should be identical components just scaled smaller.Espozo wrote:do you have a good comparison between a synth that is using one sample and changing the pitch vs one that isn't?
It's designed to play sound effects and drums. Wasting space to use those sound effects for music was someone else's goal. ;P They might have considered it putting that space to good use rather than wastage. The only wasted space is empty.psycopathicteen wrote:The Neo Geo's YM2610 sound chip was designed to waste space.
Right. Cart costs for the Neo Geo were almost a non-issue. A game had every reason to use all 32 MiB addressable by the YM2610, and basically no reason to not.rainwarrior wrote:The only wasted space is empty.
Hard to say without examples.psycopathicteen wrote:Oh yeah, I find the machine gun effect annoying with guitar samples. How do some SNES games avoid that?