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From: MN12BIRD
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  • Believe it or not, but the Commodore 64 Sid Chip can play back full songs at a sample rate of upto 48Khz!!!

    Not to make this achievement seem any less significant or anything! ;)

    Do a search for "Limon REU wave player v2 Demo".

    The user is using a 16MB RAM Expansion cartridge to load the audio files into memory. But it's all processed through the original 1Mhz CPU in the c64, all audio is coming from the SID!

    Similar to what's going on in this video.

  • @djsmithy That is sweet! I'll check that out when I get a moment.

  • I suspected it would be capable of something like this. Comes to no suprise if its pretty much either the only song/sound effect on the cartridge or just the only thing on the cartridge period. XD

  • Holy... it's videos like this that makes me feel happy about one of my favorite consoles ever. :D

  • What format is the audio file being played, is it really a wav file?

  • @coondogtheman1234 WAV is a containerformat from Microsoft and it could contain several types of PCM audio, like this one (mono/8Bit/26KHz). I don't know what the PCM-file for the genesis is called, but I doubt that it's a .wav-file

  • This video is a favorite on Melekeok

  • Nooo waaaay!! I never knew what my all-time favorite system was truly capable of!!

  • Have you tried to run this program on either your GenMobile or Gopher? If so, what happened if anything?

  • Another excelent example of Genesis PCM audio chip ?v=wU5pGjXEN5Y the pirate game Show do Milhao from Brazil use all time PCM sound and look really impressive. ahh work on emulators with no problem.

  • Holy crap, that's amazing....

  • Technological breakthrough, who would have thought?

  • did you know that you can be rick roll'd by a nes rom

  • @DarkLuigi4321 LOL yeah I've seen that. That is also very impressive! I think it sounds great.

  • Hell, it can even do stereo! I'm not shitting you.

  • Hey, is the TMEE's driver open for everyone? If yes, where may I get it? oh and also, somewhere someone told me that the TMEE's driver can also play songs with 10 channels instead of just 9, due to hardware limitations.

  • @HCKTROX I wouldn't have a clue but you could ask on sega-16 dot com I know there's been a thread about this and TmEE is a usual over there. I know he also has a website he posts his work on.

  • Seems that in this...

    Genesis does what Nintendon't

  • Isn't this that intro song from the 32X game "Tempo"?

  • @PrrrromotionGiven Yep but it's actually the higher quality version taken off the CD of the Saturn version.

  • Genesis does, what Nintendon't :)

  • mind blowing.

  • can something like this be done with the graphics too? can you make it real short but have incredible graphics?

  • Sonic 1 was only 4 megabits. Very cool demo!

  • By the way,I found something that you can add your own PCM sounds.(Sorry for advertising someone else's video)

    watch?v=nyi_yCl55d4

  • I thought that the PCM was handled by the x68k.

  • .. WHAT?? wow

  • *Now, I'm speculating here, but, If you had unlimited space in a cartrige, you would be able to put a full album of music in it?

    ...

    ...

    ... MUST. BUILD. GENESIS MUSIC CARTRIDGE.

  • @MrGoomba909 The Genesis couldn't handle that much memory... You'd have to release, like, a cartridge for each song if they're about 2 mins long, any longer and it would not work.

  • @PrrrromotionGiven genesis can handle 16 megabytes or 128megabits cartridge, considering a mp3 98 or 128bitsrate take about 3megabytes for 2~3 minutes you would have 5...6 musics for one bootlegs...

  • @tonmasboy Why not just use the damn Sega CD lol

  • @PrrrromotionGiven thanks for replying...just because if it was on genesis only collector would have!!!

  • Where can I download this rom? I could not find this on the sega 16 forums.

  • 8megbytes?

    You do know there's audio compression (mp3 or Flacc anyone?)

  • @kawaiifreak860 and you think a 7MHZ CPU without any hardware mpeg decoders is fast enough to process MP3 compression? Nope. Not gonna happen.

  • @MN12BIRD

    Simple build a chip into the Cartridge to process the mp3 files before they're sent to the CPU oh wait that'd be cheating! lawl

    Plus today's Cartridges have much more storage a Genesis built with a modern cartridge system could easily utilize a Ton of High fidelity audio.

  • @MN12BIRD C64MP3? ;)

  • @Ninjaznexx

    C64 could barely handle tracker music. No. Not even in real time it uses 3 sound channel music tracker in games. Mostly used as menu music.

  • @SgtThom check

    noname (dot) c64 (dot) org/csdb/release/?id=87985

  • @MN12BIRD If someone suddenly comes up with an ultra fast way to do FFTs then it can! *runs*

  • @kawaiifreak860 8megabits is 1 megabyte

  • @kawaiifreak860 Megabits, not megabytes.

  • 8mbit is 1mbyte

  • For the curious, I suggest opening up Mega Lo Mania / Tyrants: Battle Through Time inside Goldwave as a raw PCM file (8-bit signed audio at 10000Hz). The entire second half of the ROM is audio samples for the game, this takes up around 480 kilobytes. The game's total size is 1024 kilobytes, with padding.

    Whatever Virgin Games was smoking, it was working. I'd link to a raw rip of what I mean here, but YouTube's comment filtering would remove the link. I'll make a video response at some point.

  • RAM was a limitation to the SNES at the time due to the fact it was barely enough to fit any thing with out streaming data for the next piece of the music and when you call upon different samples and replace them at a time.Many of the samples uses in low quality games sounded like shit because of these. Some dev get around this without using streaming by using the same samples for other stuff which is creative. Though TOP and Star ocean seem to be the only games that use streaming for samples.

  • Does the Genesis always use 8-bit? I always thought the DAC or something was butchering the relatively high-quality sound as it came out. (See Sonic 3, for example, where the samples always sound rougher in the game than they actually are on the cartridge.) For all I know, though, they might have been using 1-bit playback or something weird like that. (I don't know too much about the Genesis's hardware.)

  • @3dmarth I'm sure it could do 16-bit but not at 26khz so this might be the best combination. I also have a clip of a BNL song that I think sounds even better but I couldn't put it up on YouTube since it was Warner music or something.

  • @MN12BIRD I thought the DAC was limited to 8-bits?

  • @3dmarth

    You don't need 8-bit samples. It wastes space and really doesn't sound different from 16-bit. Most samples are 4-bit or lower.(The problem with the Genesis sound is how it handle sample playback. Which make PCM sound like shit.)

  • @SgtThom So it is indeed the DAC messing things up?

    And yeah, even modern games often use 4-bit sounds, and they sound clear.

    MN12BIRD: I was just wondering why Genesis PCM normally sounds so bad compared to this video (when the samples stored on the cart are of a somewhat half-decent quality).

  • @3dmarth Well there's a few reasons for this, the DAC was an extension of the FM chip and by using it you lost 1 of your 6 FM channels to it. They had to lower the quality of the sound because the genesis wasn't fast enough to do decompression on the fly and anything higher quality would haven taken too much space up.

  • @Dant2142 Space was definitely a significant issue, but the ironic thing that I've been pointing out is that Genesis games would sometimes use PCM sounds with a decent sample rate, but the DAC would always mangle them and make them sound rougher. Whether it's the Contra Hard Corps characters' chatter or the Michael Jackson samples from Sonic 3, everything sounds noticeably clearer when extracted directly from the ROM.

  • That is extremely impressive. Very clear, crisp audio.

    Does it eat processor time? It'd be interesting to see a module [XM/S3M/MOD/IT] player made with this... :D

  • @null1023 Of course, you'd be limited in what you can play, seeing as the Genesis only has hardware support for one PCM channel. Adding more would no doubt tie up the CPU like crazy (but might be reasonably possible).

    I have had a lot of fun making PCM-based NSF files in Famitracker, though, and the NES likewise only has one channel.

  • @3dmarth

    The only reason I mentioned this is because there's a 4 channel MOD player for the NES -- very lofi [11kHz, 7bit], but it works pretty well, and the Genny should more than be able to do something similar.

    Also, have you heard of Sonic VR? It's a Sonic romhack that has to use a 6MB ROM [with the SSF2 mapper] because it uses sampled audio for the ingame BGM like shown here... I really understand now why devs didn't use this back then now, that was a lot of space to use!

  • @null1023 Thanks, I need to look these things up- I had read that the NES could theoretically pull off four 7-bit channels, but all I've seen is one-channel 7-bit PCM (the Big Bird game and the impressive Rickroll'd demo)!

    And a Sonic game with sampled audio sounds really neat, though again I've seen something on a smaller scale: Jester's Challenge. As far as I know, the biggest licensed Genesis games were 4 MB, though it seems that they were less common than SNES cartridges of the same size.

  • @null1023 I can't find this MOD player anywhere- what's it called?

    And Sonic VR is indeed quite spiffy, by the way!

  • @3dmarth

    About the NES module player, it's called SuperNSF.

    Look for "supernsf mukunda" on Google, the first link should have it.

    It lets you use all the NES sound channels, the VRC6 ones, and then 4 software mixed PCM channels. It takes IT files, but they need special song comments for it to know which IT channel is mapped to which NES channel.

    The NSFs it makes can even play on stock hardware, but I don't have a video.

  • @null1023 I'll take a better look at it later, but it looks really neat. Thanks. :)

  • wow now that,s just what ,m talking about,digital sound and the genesis proves that it can generate8bit samples at 26khz,this can brings those wars back ,sgea just could,ve only use this channel for their mega cd games instead of adding a $ hich expansive soundchip into their segacd addon.

    also for the 32x sega could,ve only use this channel for their 32x games instead of adding a $ hich expansive hardly use pwm soundchip!!!!

  • where did you get that ROM?

  • @kargaroc386 Someone on sega-16 dot com had a link to it in a post about this.

  • Great to see someone actually giving the Genesis some props for having good sounds, all I ever hear is fanboys bashing the Genesis and saying how great the SNES was. They're both good at what they do, gen does good rock/techno SNES does great orchestra stuff.

  • @Snotnarok But then, someone might go and make a demo of the SNES playing 48 KHz stereo sound, defeating this all over again. :P

    The SNES could play 8 channels of PCM, but the Genesis could only play one. As much as I like Genesis music (and yes, I can think of times that it sounds better than the SNES), the hardware limits it to certain sounds, whereas the SNES doesn't have that limitation. (On the other hand, having to use only PCM makes developers go cheap and use muffled sound on SNES...)

  • @3dmarth

    "Genesis could only play one"

    Wrong. The genesis with maybe the aid of the main CPU can do multiple sound channels. The same thing could be said about the SNES. 8 sound channels was a limit imp laced by the dev kit and reverb take away potintal sound channels.The SNES could have done 32 sound channels without reverb(which would be much more benfical). As for the muffled sound that was the problem of interpolation, which you can't turn off so don't blame devs.

  • @SgtThom Ah, right. Similar to how the NES could play 7-bit PCM (and multiple channels, as I remember), though it would eat up more resources and potentially slow things down thanks to using the CPU. But are you saying that the SNES had hardware support for 32 channels?

    As for the muffled sound, sure, some of it is to do with that (that can be bypassed on emulators, can't it?), but the samples themselves were often very low-quality. (Such as Final Fight, where the voices are as low as ~5khz.)

  • @3dmarth

    Sorry for late reply but yes the snes could support up to 32 sound channels.But reverb halved it quite a lot so it only used 8 sound channels. Also I heard from a music programmer that standard dev kits only allowed up to 8 ound channels. More ram would have help with the sound quality though cartridge space was a big limitation. As you said most game have crappy samples. Even with the PSX if you disable filthing many of the samples would sound scratchy(with a few high quality ones

  • @SgtThom Okay, it makes sense that reverb would require 4 channels (per instrument), as the echoes overlap... but using that by default was a questionable decision, IMO.

    However, the effects helped cover up the cheesy samples, even on PS1, as you said. Try listening to Final Fantasy VII without reverb (even the choir in One-Winged Angel sounds like four people sitting in a small room)!

    And yeah, cramming a 5 MB game onto a 1 MB cartridge is going to take its toll on the sound quality. :P

  • @SgtThom The SNES could support 32? Even with reverb forced off, (using an SPC emulator) the limit is still 8. It's not really reverb either, but called "echo". I guess it just effects all audio in general, rather than individual channel reverb. The PlayStation 1 could not even go up to 32. It had a limit of only 24 channels.

  • @dissident93 You'd need to do some serious reprogramming (like when high-quality PCM is played through software on NES/Genesis), though, and most emulators probably wouldn't support it. Or they'd probably play the 32 channels, but wouldn't include any way of controlling them.

    24 channels for PS1? That's kind of lame... didn't the N64 have twice as many? (Then again, we are talking about 1994 here...)

  • @3dmarth Huh. I Googled it, and apparently the N64 was capable of 64 channels. Then again, when did it ever make full use of all 64?

  • @dissident93 I thought Nintendo GameCube had 64, and N64 had 48, but I must be mistaken. Apparently, I was right on the GCN, but a quick Google search turns up a broken page that, in the excerpt, states that the N64 has no built-in limit for channels. Which makes sense, considering that it had no dedicated sound hardware, and its music playback had to share the processors with everything else.

  • @3dmarth Ah. So the N64's audio was only limited by how much it could take from the processor (from the video).

  • @dissident93 Yes, I believe it was the same processor as the video. Which is why some 4-player games dropped the music. I don't quite know what its 93 MHz CPU (equivalent to a small stack of PlayStations :P ) was doing all that time, though. Probably underused, except when other tasks were offloaded to it from the other processor in more advanced games or something. I'm not exactly a Nintendo 64 hardware guru...

  • @3dmarth Now, I wonder how good the N64 could potentially have been..

  • @3dmarth You are a total cock sucking tool, genesis came out way before the snes, which makes super nes all that more horrible.

  • @TheDukeljk Take it easy, there... I know that the Genesis is two years older than the SNES (and Genesis's sound hardware was up-to-par at the time). I was just stating that the PCM sounds in Genesis games always sounded worse coming out of the system than they actually were. (If you pull the samples out of the ROM, they sound considerably clearer.) But there's no denying that the SNES had superior sound playback.

    For the record, I have both a Genesis and an SNES, and I enjoy playing them both.

  • That's really interesting, so thanks for making the clip. I always tell people that the MD & SNES could do even greater things with larger rom sizes. All the issues such as weak voice samples, crackly sound, limited range of sprites etc.. was basically done to limited storage capacity. Both machines did amazing things with higher mb carts, so imagine what a 100mb+ cart could deliver.

  • wooooooooooooow!!!!!!!!!!!!!!- what can i say

  • now dont take this seroiously pcm means plastic cock measuar

  • There is just something about a old console like that generating audio like that in real time. I wonder what the neo geo is like for wave playing.

  • Anyone know who produced the audio clip and where it came from?

  • @MN12BIRD Yeap, WAVPLAY only gets until 4MB=32 megabits of capacity, no longer samples, Tiido told me that, but those 32 megabits are enough to fit 2:40 minutes of audio.

  • Now I know why the audio there was of Sega CD/32X quality. That audio sample was from the 32X game Tempo.

  • @megamanfan3 Close but not quite. This one's actually from the sequel of sorts that was only on the Japanese Saturn. I think it's the same song just a better version. The 32X version actually sounds much worse than this.

  • @MN12BIRD That's because the 32x version is heavily compressed.

  • Amazing. Just amazing. :D

    As much as I love both the SNES and Genesis, you gotta admit the Genny had it made in the sound department. Just listen to a song from Streets of Rage or Thunder Force and you'll get what I mean. ;)

  • That's when you get a SEGA CD; burn it on disc and it will fix up the 8 mega bit issue. AND, you're running it through the genesis still.

  • What can I say, thats really impressive for a device from 1989. I'd be interested to see how well something like the NES or SMs would do, don't forget that some NES games had speech, I believe Action 52 has some digitized music and speech on the introductory screen.

  • @Lachlant1984 Yeah even the NES can do amazing things with PCM you should lookup rickroll (dot) nes in Youtube and you'll see what I mean!

  • SCREW SEGA CD!!!!!

    If they had the technology to fit larger sized roms then the Sega CD wouldn't have been useful. The Sega CD is awesome for homebrew games and Sonic Hacks though :D

  • @sonic3243 Don't forget the special ASIC in the SegaCD can help with scaling and rotation like in the special levels in SonicCD. Plus this sounds okay, but it's nowhere near CD quality. You can still hear some crackling in the voices of the males when the female isn't singing in this video and it's only mono, not stereo like off a CD.

  • I remember reading an article about Zyrinx and how their games were technical marvels on the Genesis/Mega Drive, and it stated that the audio engine developed by them could pull an incredible 44100Hz out of that thing, and that's with the game running as well. It sure wasn't PCM, though.

  • Comment removed

  • sounds pretty good. Too bad those cartridges were filled with games to not have the space for great music like this.

  • I actually always wondered if it was because of space or the PCM-chip that the majority of Genesis games had crappy voices. Though I never imagined it could sound THAT good!

    It´s weird that many develepors chose to have the sound at a super-low level of quality, I mean how much space could a 1-second sound clip with maybe just a little worse quality than in the video take up?

  • So you have a choice of a super crisp audio file, or a 16 bit game? That should be an easy choice.

  • Isn't that the music for Tempo for 32X?

  • @ivanvalerian Yeah but I think it's actually from the Japanese Saturn sequel.

  • i wonder how the model 2 would do with this. comix zone game has the best sound i heard i think too.

  • That audio sample sure was Sega CD quality, I can tell you right off the bat.

  • thats sounds cool coming out of a megadrive nice one

  • i would like to see what the snes could do now.

  • Interesting stuff mate

  • smokey and the wildebeest?

  • Of course the Genesis sound hardware is underrated. People can't seem to grasp that it is capable of more than the SNES. FM and PSG channels weren't easy to use for composers back then and because of that, alot of Genesis music isn't optimized. If anyone says the Genesis isn't as good as SNES, they are wrong.

  • nice

  • impressive

  • sounds like something coming out of a Dreamcast :)

  • I guess there was a reason Sega wanted CD technology then. After hearing this Im kinda amazed, The super nintendo always seemed to dominate the genesis with audio. and if it is true that 1/8th of the cart was used on "SEEGGAAA" then the whole idea for CDs just makes perfect sense. If i was a programer back then Id fill that CD with more diverse enemies, (maybe also more frames of animation if needed), Good music, more levels, and Easter Eggs. basicly drive the system to the MAZ, btw and NO FMV.

  • so the sega could handle voices? cool! :)

  • it's probably only interesting if its done by Z80A CPU... if not.. well.. who cares actually... Genesis does not need this pre-digitized rubbish anyway...

  • Man, if only they sold song singles like this to listen to on your genesis, that would have been epic.

  • Awesome amp! What brand is it?

  • @TeamNES1 Nikko witch is like I dunno lower end Japanese I guess. It's okay but nothing too special.

  • @MN12BIRD Ah, okay. At first glance, I thought it was a vintage Pioneer amp or something like that. I wonder if my vision is failing me... XD

  • hey did you know in the sonic games for the genesis the intro where it say's sega takes up about 1 / 8 of the cartridge space, or something like that

  • thats pretty cool, thanks for the video bro

  • Any word on how I can fix the "missing sounds" problem I get on my Mega Drive and where I can get the neccesary parts?

    The sound you should hear upon choosing a character in Golden Axe is missing.

    Sometimes, certain sounds in Micro Machines 2 just disappear.

    The highlighter sound in The Smurfs doesn't sound if moving the highlighter up on the Password screen.

  • @an1man1ac54l1f3 what model geneses is it? model 2 has trouble i know.

  • @james42519 It's a Model 1 PAL console WITHOUT TMSS (it has text above the cartridge slot reading "HIGH DEFINITION GRAPHICS - STEREO SOUND")

  • @an1man1ac54l1f3 oh ok never mind me then. sorry

  • Very impressive. Try recording the output of that headphone jack so we can hear a more clear recording and not a youtube video.

  • sounds awesome. Man, I can't see spending that much on an everdrive cart.

  • Your description says "pushes the PCM audio to it's maximum 8-bit mono 26KHz bitrate." What I don't understand is that there are games in stereo?

  • @samikaze The Genesis' digital-to-analog converter can only convert up to 8-bit 26KHz PCM mono sound (recorded sound effects, voices, etc.) reliably. The YM synth chip in the Genesis is stereo, however, the SN chip (the one that creates bleeps and bloops) is mono as well. The Z80 CPU controls all these chips and can sometimes give the illusion that the SN chip is stereo (for example, listen to Sonic, and notice that when you collect rings, the sound alternates between both speakers).

  • @lilmul123 Aye, thanks for the explanation. Forgot there are multiple soundchips in systems. Derp! ^_^

  • @samikaze Oh yeah lots of games are in stereo but to get this clear 26KHZ PCM it has to be in mono it can't keep up that bitrate in stereo.

  • making me want to run out and search for a 'Model 1' Sega Genesis

  • Thats cool!!!! but it would be cooler with some old school iron maiden rockin that genesis.........lol

  • That's... freaking incredible. Wow, and I thought I'd heard some games that really push the limit but that's insane.

  • ha! I thought the introduction songs in Toy Story to Earthworm Jim 2 were impressive for the Genesis, but this satisfies my curiosity completely. Still sounds grainy overall, except for this: does the Sega CD use this quality playback, or does it have it's own sound processor?

  • Thats pretty cool.

    Is there a type of converter to turn any mp3 to PCM? It would be cool if someone would make like a program or loader on the Everdrive to just play music files of the Genesis. I'm not sure how many files would fit on the card itself but it would be pretty awesome though.

  • @ichigo3223 There probably is but I can't find any yet.

  • Storage was always an issue back then, cool to see what it can do without a cap.

  • genisis does what nintendo don`t

  • Fake and gayzors....

    JUST KIDDING, this is awesome! (BTW, where can i buy an everdrive?)

  • @Terryracoon I got mine from Stoneagegamer (dot com) they come and go they get a few at a time and they sell out all the time. But if you keep looking you'll find one.

  • Wow, that's amazing Jake. O_O

  • If I remember right, the "SE---GA" on the beginning of Sonic 1 takes like 60% of the rom space. What a pity that Sega didn't use a PCM based sound format(at least as an option for developers with 4-6 channels), like the SNES did.

  • Dam that's really sweet audio. I was a fan of SNES fan because had better sound. I think had a better sound chip.

    I really wish Sega Genesis could have more memory for the sound.

  • TmEE is an absolute legend in the Megadrive community. Guys has his overclocked and has Nixie tubes that spell sega and all kinds of shit.

  • Really didn't know the Genesis/Megadrive was capable of this.

  • wow that's ukw radio quality...

  • HOLY SHIT! :D. like the genesis' moto go's: i COULD be awesome...but i choose not to be...

  • I don't know why people call the YM chip shit in the first place. It's the same sound chip as used in many arcades.

  • HOLY COW!!

    I have to admit as much as loved both MegaDrive and Snes games, i had no idea the audio could be as good as that

    Actually what you said made sense about storage being the major limitation, We're really starting to see what these older systems are really capable of with a few hardware modifications like added storage, Added CPU and some extra RAM (Just look at the C64 with the SuperCPU for example, YOWZA)

  • Oh, wow.. Thats really something man! Sweet!

    What pisses me off is how these modern faux Genesis that have no region lockout (excellent), play on modern HD TV'S (Excellent), allow use of origional pads (thank the Gods) all have SHITTY sound! Why can they not manage to emulate Megadrive sound properly yet? These made in China shitbag devices are apparently licensed by SEGA/SAMMY as well? What were they thinking? A&D I think is the name of one of the worst - the sound is ungodly, so poor.

  • @andy7666 they base the sound on the model 2 genesis/megadrive. there was a flaw in the model 2 and that shows up in the cones too. that is why they are all like that. there was something in the chip was backwards and that is what is doing it.

  • That is awesome

  • I have actually! That's amazing. I knew there was one PCM channel on the sound chip.

  • After a bit of tinkering with files in Audacity, I managed to get a voice recording of me matching these specs! Perhaps it could be possible with a full song at some point?

  • That doesn't sounds bad but really yeah consoles usually have very good audio chips. Except that yes many times the game simply has limited storage space.

    I have a PS1 1002 laying around. I yet have to fix the laser. But well it has 3 RCA plugs and if I get to fixing it up it ought to be a prime audio cd player [the laser seems in need of adjusting]

  • srry jake. your camera dose no justice for what the gen plays. I would love to try that on mine.

  • How big was the file size for that audio?

    But I know later N64 games used MP3 files for audio tracks.

  • @LarryBundyJr No they didn't use MP3, they used mono low-freq VOX ADPCM samples. Like F-Zero X for instance.

  • @8bitbubsy That was an early N64 game, I was referring to games like Excite Bike 64.

  • @LarryBundyJr are you al bundy's son?

  • @LarryBundyJr The file was almost 1MB or almost 8Mb.

  • Amazing stuff Jake, I always learn something from your videos hehe.

  • awesome indeed, thanks for this info!

  • I hope not :( I have 2 old 3 button and two new 6 button controllers I have recently purchased off of Amazon.com. I have the same problem with all 4 controllers

  • i wouldnt mind hearing that first hand...

    i remember recording audio on my old 386 and one thing that stood out clearly is how big the files were b4 mp3 came along aye...

  • @strictlysega LOL dude I used to hook my diskman up to my original Sound Blaster Pro (8-bit stereo) in a little old 286 and record audio clips too. It didn't sound all that bad at the right settings!

  • cool :D

  • i wouldnt mind hearing that first hand...

  • That's a problem with the older systems back in the day was how large the games could be. Just take a look at the N64, the sound chip in the system was able to do great things but because of how large (or small on the cartridge) they can make the games, most of the time the sound was worst than on the PS1.

  • o.o

    epic :D

  • WHAT NINTENDON'T!