I'm sorry to tell you, but welcome to the club! If I may offer a recommendation, do things while your passion lasts, for yourself and for those who believe in your work and support you. As for the others, give them your silence.
I know, I'm tired of talking a lot about how displeased I was with situations that happened to me, but after a while, I think we start to become numb to certain strange comments and attitudes from some people.
Your projects are incredible and reach an extreme level of perfection. Be proud of that and don't get discouraged.
I'm rooting for you!
@dasilvacwb Drone pica das galáxias com câmera noturna e luzes tão fortes (e coloridas!) que têm propagação de meio quarteirão... E convenhamos, paisagem paradisíaca fica melhor filmar de noite... #SQN
@bsj083197 Honestly, I can't say for sure. In my humble opinion on the matter, I believe it's possible to do something rather rudimentary by creating a specific driver for the digital sound effects, but I think that might not be possible for the FM sound of the YM2612.
Bullet Rhythm FM for Mega Drive
I managed to replicate the Bullet Rhythm technique from the PC to the Mega Drive, separating the music into WAV channels (beats, tones, and bass) and inserting them into an array. The difference is that I converted the FM songs used in the previous version to WAV format and followed the same procedure.
The FM songs are from various artists who are properly credited on each track. There is no AI in this version.
I believe I will soon release version 0.94 of Final Fight MD, and shortly thereafter (before or after), I will release Bullet Rhythm FM for the Mega Drive. Remember that both will be completely free.
Note: I'm only using WAV to create the array. The game will be standard size up to 4MB and will not use MSU.
#SGDK #BulletRhythm #MegaDrive #SEGAGenesis #Genesis
O MOD Player toca 4 canais digitais de música e consome muitos recursos, o que tornaria complicado manter a velocidade com a lógica de um shoot'em up; se fosse algo no estilo Guitar Hero, acredito que até daria pra usar. Não pretendo usar o SEGA CD nessa versão, mas se eu vier a fazer uma versão exclusiva para ele, deverei carregar arquivos de áudio por streaming, já que em meus testes usando CDDA percebi que não tem como prover uma sincronia inicial perfeita devido ao tempo de busca do leitor, o que faz toda a diferença para um jogo de ritmo. Outra versão, além do SEGA CD, seria também usar o padrão MD+, que tem execução imediata.
The MSU tracks created for Bullet Rhythm were important in my decision to create a PC version, and I also discovered Raylib. So, there were reasons for that. Thanks to those tracks, I developed an efficient method to the point where I could revisit the FM version and apply the same music detection technique, which proved successful. After understanding the MSU scheme, I made it optional in Final Fight MD so that anyone who wants to can add the music they want without having to wait for any patches; it wasn't a difficult thing to do.
Eu vi minha esposa nesse vídeo... Sempre me incentivou com meus hobbies. Até terminou Streets of Rage 2 comigo em um Mega Drive real, sem emulação, usando o bom e velho CRT.
"Eu, porém, vos digo que qualquer que despedir sua mulher, a não ser por causa de prostituição [relação sexual ilícita/adultério], e casar com outra, comete adultério; e o que casar com a repudiada também comete adultério." — Mateus 19:9 (reafirmado também em Mateus 5:32)
Muitos teólogos e vertentes do cristianismo interpretam que, embora a Bíblia permita o divórcio nesse caso específico (desobrigando a parte inocente), ela não o torna obrigatório, incentivando o perdão e a reconciliação sempre que possível.
Enfim, ele pode perdoá-la, porém, é de livre arbítrio do cônjuge traído se manter ou não na relação.
I've been following his work, and I think it's exceptional. When I saw him running his game on PS2 and Dreamcast, it inspired me to understand other aspects of Raylib, so I realized it could be advantageous to create a wrapper to make it easier for programmers to port this new wave of SGDK homebrews to other platforms.
SGDK (Mega Drive) Game Ports to Other Platforms?
I'm doing some brief testing to create a nearly fully functional SGDK wrapper for Raylib. I say nearly fully functional because there may still be some points that require changes.
This opens up a range of possibilities to accelerate the porting of any Mega Drive project (that uses SGDK) to other platforms and, mainly, to include graphical and sound improvements.
Possible platforms:
- PC (Windows, Linux, MacOS)
- Android
- Raspberry Pi
- PS Vita
- Dreamcast
- Playstation 2
- Nintendo 64
- Gamecube
There are other platforms where Raylib has been ported, but it's not certain that the porting will be direct, as these are projects that haven't been updated in a while, and my code is based on the latest version.
I'm not in a hurry with this extra development, but in any case, I'll say upfront that as soon as it reaches a certain level of maturity, the source code will be open source.
@Admazorca1 Provavelmente não, pois a Raylib é voltada para plataformas não tão limitadas, precisando de alguma capacidade para rodar os gráficos e texturas via software ou acelerados via hardware (OpenGL).
I imagine there are already people who have made wrappers for the SGDK for various projects; however, my intention here is not only to create a wrapper, but also to point to a library that has good versatility and resources, as well as provide it as open source to gain community support and make life easier for other indie developers.
Gauntlet IV for Mega Drive (by M2/Tengen/1993) has a dedicated "Arcade Mode" which is essentially an excellent port of the original 1985 arcade classic.
Also it has great audio in general and supports 4-player co-op through the Sega Tap adapter. And finally, a massive Quest mode.
Final Fight MD - First digital audio test
This video summarizes some testing of the SEGA CD's CDDA format (also called MSU) on FFMD, but later I will also make it compatible with the MD+ standard.
https://t.co/rS926lB23O
For now, I'm asking out of curiosity... Would anyone be willing to help me create a completely free and open-source version of FFMD? I would need pixel artists and musicians to compose for YM2612 to take on this challenge, but all without AI, only human effort. It's not paid at all. The goal would be to create a completely open-source engine, including free assets, but maintaining the gameplay of FFMD. I don't even know if this would be a good idea, but this possibility has crossed my mind.
That's precisely why I'll only do other ports if they're properly licensed and paid for. It wasn't a matter of wasting time making FFMD, as that game helped me understand the Mega Drive and gave my work recognition; however, it was painful to endure other toxic details that went on behind the scenes.