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Author Topic: SEGA Megadrive homebrews, music tools and stuff  (Read 4013 times)

Offline mihaelkyeah

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SEGA Megadrive homebrews, music tools and stuff
« on: July 05, 2015, 02:54:14 am »
Hello, peoples. I have a few questions to make and maybe and hopefully they might make for interesting discussion topics.


Do you know any tutorials (basic or advanced, basic preferred) on how to make homebrew SEGA Megadrive games?

I want to make something of my own but I'm also interested in making some ports (not only from Nintendo consoles to SEGA, but also abandonware PC games and suff), and since I've noticed a pattern of most bootleg/homebrew releases having derpy soundtracks (except for musicdisk ROMs), I want to seize the opportunity to make a game of my own in which I can control the music and sound events.
Basically I just want to be in charge and make sure that the final product is just how I want it, since it would be very troublesome to tell somebody else: "yeah, this is fine, but I want this here to look/move like this or that" and have them compile a thousand and one ROMs until I'm finally 100% satisfied.



Do you know any tools besides Deadfish's VGM Player to convert a VGM playlist into a ROM (a.k.a. make a musicdisk in ROM format)?

It would be quite interesting to see this feature in DefleMask if it were to support multiple songs in one project alla FamiTracker, although with VGM formats it would be more complicated given that the songs in VGM soundtracks are (at least often) individual files, although this makes me wonder if it'd be possible to have an entire VGM soundtrack in a single VGM like some 2000's PC games have the entire soundtrack in a single IT, MO3 or whatever module format with position jump commands for each loop, in which presumably the game jumps to the first pattern of each song, although always working with a single module file.
I went off track. ^^; Sorry, I do that often. But in any case it would be very interesting to know if there's an alternative to Deadfish's ROM builder (since it ever so teasingly supports VGMs made with VGM Music
Destroyer Maker and my latest DefleMask VGMs aren't supported), or a tutorial (again, preferably for dummies) on how to make ROM musicdisks.


What are your thoughts on GENNY VST?

I've had it recommended to me because of its VGM export feature, and assuming it adapts a MIDI based tempo into a standard 60/50 Hz clock, I have my doubts on it being actually close to an actual SEGA Megadrive experience. As far as I'm concerned, trackers seem to be much closer to the actual experience of composing music with these soundchips, but the truth is that I don't know exactly what music language was used by professional videogame music composers.


What composers do you look up to or have a particular preference for?

My personal references are: Yuzo Koshiro (Story of Thor, Bare Knuckle series, Revenge of Shinobi), Jean Baudlot (Flashback: The Quest for Identity, Cruise for a Corpse), Eiko Kaneko/Kaneda(?) (Splatterhouse 2 and 3), Matt Furniss (Bram Stoker's Dracula, Adams Family), Jeroen Tel (Eliminator, OutRun (C64), Bram Stoker's Dracula (Famicom)), Jeff Dyck (FIFA Soccer 95), Mark Miller (Action 52 (Megadrive)), and I could go on forever.

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Hope this makes for an entertaining discussion. ^^
« Last Edit: September 03, 2015, 01:28:14 pm by kyusawamura »

Offline Stef

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SEGA Megadrive homebrews, music tools and stuff
« Reply #1 on: September 02, 2015, 11:14:34 pm »
If you are interested by doing MD homebrew you should definitely have a look on SpritesMind forum.
Myself i'm working on a sort of free development kit for Megadrive which is called SGDK. Unfortunately the wiki available are outdated but you can use included samples to understand the basics, also SpritesMind have a dedicated section if you have some questions.

About producing a ROM from a VGM list, i plan to release soon a XGM player rom for the Sega Megadrive which will basically play a lit of music file. SGDK allows to convert automatically VGM file to XGM so you can have a list of VGM files and you can play it through the XGM player. I will give the sources of the XGM player so anybody can modify the VGM list easily and produce their own (still need to recompile the code but it's easy with SGDK). Not as straightforward than the Deadfish's tool but definitely possible :)

For Genny VST, i don't use it and don't know much about it so i can't help you there...

About my prefered composers on MD, i would said Yuzo Koshiro, Jesper Kyd, Hitoshi Sakimoto, Matt Furnis (he composed many of them), Michiru Yamane, Naoki Kodaka, Masato Nakamura and others i can't remember.

Offline mihaelkyeah

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SEGA Megadrive homebrews, music tools and stuff
« Reply #2 on: September 03, 2015, 01:36:35 pm »
I also found to have a liking for Motohiro Kawashima, the one who composed the more hardcore tracks in Bare Knuckle 2, and the only decent tracks in Bare Knuckle 3 because Yuzo Koshiro may have felt misplaced or been paid less than what he wanted since he only did derpy stuff for BK3...

And as hard as it is to believe that Koshiro did that derpy stuff and it wasn't someone using his name, it's recognisable because of the equally derpy music the beta release of Story of Thor had.

As for the Mega Drive homebrews, I might aim to do something like that for music disks, since I'm now contemplating more the possibility of writing my own VGM extension to use on a contemporaneous game making software to make retro games (with a level of graphics similar to Atari's Thunderjaws and Championship Sprint, or Namco's Splatterhouse).

Thank you very much for your feedback, Stef. I'm looking forward to making XGM music disks in the future!

Offline Stef

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SEGA Megadrive homebrews, music tools and stuff
« Reply #3 on: September 07, 2015, 04:42:38 pm »
Strangely enough i really dislike the Story of Thor musics, as much i like the street of rage themes :p
SOR3 is very unequal but still has few awesome tracks.
About XGM, what would be nice is to have a real tracker allowing using it to its full potential, but well, starting with VGM format is already nice :)