Impressive review, thanks for testing on real hardware instead of some emulator. Just imagine if this masterpiece had been available for the C64 back in the early 80s.
Early 80's wouldn't be possible, the Commodore REU was introduced with the C128 in 1985. But in September 1985 Commodore also introduced the Amiga, so the C128 was doomed from the start.
@@gertachimrenel595 It's a good point, the game does rely on the REU for fast scrolling. I always forget how much the Amiga was ahead of it's time. Doing a good Sonic port for the Amiga should be no problem. Cheers, Jake
To be honest, third party solutions are a must nowadays for most commodore endeavours. old PSU's fail, as you saw some of the official stuff was expensive as hell, and we need to also use SD solutions for the best results. Oh and a tip about the turbo chameleon v2: it does more than C64 because you can flash extra cores to it. Mega Drive and Master System are among the supported ones but you may run into button limitations without a ps/2 keyboard instead of a controller. and yes, i do know the turbo chameleon's output is a little blurry so it's not your setup.
I just find it amusing that PAL users FINALLY come out on top and have the straightforward, streamlined experience for once in this series, whereas NTSC has to put more legwork in this time. Love your work Red, this was a joy to finally see!
You actually see that a lot in Commodore machines -- PAL (50Hz) timing leaves more time between each screen scan, meaning you have more time to write new stuff into the display buffer each frame. This is actually true in most consoles but it doesn't come up much because most of the games are developed in NTSC (America/Japan), then moved to PAL. The Commodore machines (especially the Amiga) were more popular in PAL territories, especially Europe, so there's a bunch of games that take advantage of all that extra time between frames. Many of those games and demos basically couldn't be done in NTSC at all. This would be why there so much screen tearing happening here -- there's just not enough time to update game logic and DMA all the new graphics into position in time.
@@birdrun4246 This was an utterly fascinating read-- thanks for laying it out! I'm not much of a technical sort, and while I know PAL and NTSC have a 10Hz difference (and that it does make a LOT of difference in many areas), I had no idea that Commodore machines were more routinely optimized for PAL territories. May I ask (if you happen to know) if that's why NTSC C64 Sonic 1 was outpacing its Master System counterpart, because it is trying to keep pace with its 60Hz requirements and struggling to do so, thus overcompensating and causing the screen tearing at the same time?
@@curly_girly19 The screen tearing in NTSC is almost certainly caused by the game not having enough time between frames to update as much of the screen as it needs to (due to the shorter VBLANK time in NTSC). I don't know why the C64 version is running faster, I'd need to do some deep research to figure that out. It's possible that the C64 is producing a marginally faster video clock than the Master System -- these things are not exact, after all, and game logic is tied in lockstep to the video refresh. It might just be oddness in how the port handles timing or a slight change to how the physics works, too.
@@birdrun4246 I knew it was a long shot as to whether you knew the exact reason why the C64 version was overclocking compared to the Master System, but thank you for taking the time out to reply anyway. There are so many possibilities and they're all so fascinating in their own ways- whether it's a spec of the hardware or just a quirk present within the port. I really appreciate you explaining this all so thoroughly. :)
For all intents and purposes, it works on real hardware around the board for me and I'm sure most people in the space. I think the question "Does it work on _period correct_ hardware" probably means a lot more here to the userbase. The Commodore 64 is a general purpose computer, not a console, and beyond the Apple space, generally you don't get a majority of the base being die-hard purists like you would with a Nintendo or SEGA contemporaneous system, and generally care more about period correct things than pure things. Being an IBM PC collector myself, I'd be hard pressed to find someone that'd claim a game made for an XT didn't "run on real hardware" because one of the binaries only ran with the slightly expanded V20 instruction set or needed an EGA card with more memory than anything IBM ever offered. It's just a different set of values.
Agreed. Back in the days, every Commodore owner and his grandma extended his computer with a variety of third party peripherals. From speech synthesizer to ram expansion units, passing by the mostly unknown commodore hard drives used by BBS operators, graphics tablets like the Koala pad, replacement OS like Jiffydos, etc.
Given the limitations of the hardware, even when using an accelerator, this is pure magic, tbh. I'm always extremely impressed, how far such geniuses actually can go...
So *that's* what you needed them repaired for! Looks like a pretty good use to me :) The Commodore 128 CPU can run at 2MHz but the VIC-II can't, so the C128 still runs C64 stuff at the same speed as a regular C64. The SuperCPU is a much faster beast and runs differently so provides a large speed increase. Great video, though!
Sonic runs 2Mhz in the screen border, so can benefit from C128 speedup. However, the REU doesn't work reliably in 2MHz mode (this is documented in the manual), yet Sonic still accesses the REU in 2MHz mode. As a result, it is can be unstable on the C128. It seems wether your C128 can run in accelerated mode is mainly a matter of luck.
Pinned by redhotsonic redhotsonic 1 year ago I have NOT forgotten about BDIWORH, and the next video will be a Mario hardware video too. With this video, I’m trying something short and sweet, seeing I see on UA-cam recently shorter videos seem to get people’s attention. STTP will not just be hardware related, but it could be short reviews, information on how I connect my consoles up for recording, and I’m debating Sonic news too but not sure on that part yet. Anyway, it would mean a lot if you liked this video to show if you want to see more STTP. Thanks for reading! 😊
You combined a genuine love for our little blue buddy with an honest critique. Nice work! I got the ntsc / pal switchable breadbin 64, turbo chameleon v2, 1541uII+, zoom Floppy, ramboard, burst nibbler, dolphinDOS, JiffyDOS, sidFx, pi1541, sd2iec, MMC64, RRNET, 1541 w/ track display, device ID switches, reset, ray Carlson power supplies, you get the picture: an investment. Aaaand for the life of me I can’t get sonic running here.
As far as I know Sonic the original on the SMS was 256K and Sonic2 on the SMS was 512K so these games were already massive on the Master System by Commodore 64 standards as the Sega Master System was able to handle up to 512 Kilobytes without bank switching.
I don't think I've ever heard of any commodore users caring about using well-made third party accessories before, it's just considered required to use the commodore line effectively nowadays.
Also, by your logic, both of the systems you got repaired would automatically give the game the partial rating to the game, since it's pretty unlikely that they were fixed with original c64 parts, it is alot safer, cost-effective, and generally better overall to fix old c64 systems with off the shelf, third party parts. Basically, the idea that third party items aren't real hardware, is a disservice to the idea of many fans preservation attempts.
@@UltimateExplosiveGaming I mean said third party parts are usually just the same Commodore bought back in the day to make them. Many of the chips are I thing still produced.
@@UltimateExplosiveGaming Basically every parts of the C64 are still produced nowadays, except the SID chip (the sound card). It uses almost exclusively off-the-shelf parts, that's one of the reason why it was so cheap to produce.
God, all gripes about how much this cost you aside, the fact that some absolute madman out there decided to make a 1:1 port of the Master System version of Sonic 1 to the C64 is truly a delight, from a technical standpoint. Now, if you'll excuse me, I need to go pick my jaw up off the floor after being so awestruck.
I just got a C64 again (had one as a girl) and had no idea Sonic had a port on this thing. I can agree with you on the prices cause holy crap these things are expensive! I got EXTREEEEMELY lucky with my breadbox w/ floppy combo I found and snagged! (Only 125!)
If you don't like the music playing slowly on the background on 3:01 then I should recommend you watching the video on 1.2x speed for smooth NTSC speed (It's sounds also smooth on 1.15x speed and don't affect RCH's vocal speed that much)
It was going to be ported to the Commodore Amiga too, but for some reason it got cancelled. Kind of a shame really, would've looked beyond nice with the bitmapped graphics and sample-based music.
One thing to keep in mind is that, back in the day, games had to be ported between PAL and NTSC regions to fix the music speed issue and to adapt for a shorter frame time, a shorter hblank time, and a shorter vblank time in NTSC. 60Hz was just harder to make. Nowadays, the only remaining Commodore retro scene is in PAL regions so those new games/demos that get made don't run well in NTSC.
Great review and I appreciate the work you had to do to make this video possible. I suppose I'm in the category of 'retro-modern games is ok using modern hardware'. I'm from the States. I've been with the C64 since 1984 (yes, I'm old), and even back then I had used hardware that was even created by our local university. Some college kids wanted to make cartridges for memory address hacking, copy protection cracking, and others crazy things I acquired through my big brother (since I didn't turn 13 until 1989).
In fact since the Commodore 64 uses floppy disks, I was also curious if hackers might make a Famicom Disk System port of Sonic as well (since the FDS uses floppy disks too), and even include some enhanced audio too, that’ll be incredible if hackers manage to do this. The amount of Sonic ports is very impressive actually. Now let’s also imagine people making a TurboGrafx-16/PC-Engine, Amiga, DOS or maybe even PlayStation 1, even though the latter is mainly a 3D system but hey, they could try and make a new engine for the game instead of emulating it. Lol
@@vytah Yeah I know that, but what I mean is on the Famicom Disk System, and see how much differences it can get than NES. Example, FDS has some better audio than NES and normal Famicom, meaning if it got an FDS port, maybe it could include enhanced audio too. That’s what I’m saying.
Just a summary: he and his wife thought that they needed to go on their own ways, so they decided to commence a divorce plus he probably needs to take care of his daughter
Just a summary: he and his wife thought that they needed to go on their own ways, so they decided to commence a divorce plus he probably needs to take care of his daughter
hello Redhotsonic! I Am writing to wish you doing well! knowing what is going on with your life the past one year and how difficult and time consuming these videos are to make I genuinely hope you are doing well! and that I hope that whatever may come in the future that I am going to wait patiently for it! take care and best of wishes from a tech nerd and fan of your content!
For Megadrive users, NTSC might be the superior experience, but for us Commodore users, PAL is the superior experience. 20% more time to compute a frame is a big thing.
Yeah, there is no real reason to not just use PAL when it comes to the C64, especially if you live in Europe too where PAL models are standard as well as TV's.
Fun fact about the PAL vs NTSC C64 : the PAL version is actually more powerful by a noticeable margin. Unlike a console from the time, the CPU and video output are deeply linked, the C64 doesn't actually have a video card, the CPU is the one outputting the video signal, so the 50Hz of the PAL format actually translate to more CPU cycles available for other things, even if the CPU actually runs a little slower because of timings and other factors too complicated for me, that's why the PAL C64 can run this game "vanilla" while the NTSC model needs an accelerator to compensate.
This is actually true of basically all 8-bit and 16-bit machines. You just don't see it as much on the major consoles because their software was mostly developed in NTSC regions and don't rely on the extra time, whereas Commodore stuff was more popular in PAL regions -- developers there would write games relying on all the extra frame time then be unable to do an NTSC release without major rework. This is also why the Megadrive 'Overdrive' demos only run in PAL.
@@birdrun4246 Yeah. The C64 (Amiga 500\1200 too in most cases) is one of the few times were owning a PAL model is preferred as the games were made for PAL from the ground-up to take advantage of it. Unlike consoles were there was really no benefit at all.. often games weren't even optimized for PAL.. like having borders that not only resulted in the games not being full-screen, but also resulted in the wrong aspect ratio.. and sometimes also the music being too slow.
i feel actually this guy kinda cool cuz he says the games problems, his experiences, and then later moving to the last question, if it does work on real hardware ITS VERYY COOL
Even before I hit play, I had a feeling there was going to be a few headaches on getting the C64 running properly. At least you got it working, albeit with modern accessories.
Fun fact: This is the _oldest_ comment on this video, making viloer vilo truely the first commenter! One can debate however of they were the first viewer, however.
Retro Computer Shack is the place to get your cables from for this. A word of note: some of the earlier breadbin C64s don't support the 8 pin DIN output on the video port, so s-video mode doesn't work - the C64C does however. He also does a composite SCART adapter which works on 5 and 8 pin DIN connectors (that is if you still have a TV with SCART)
That's some strange fate shit right there... Was bored looking for vidoes, thought you had not put one up for a while so checked your channel, and BAM, new video just 30 minutes ago 👌
This is really impressive, I honestly can’t believe someone actually did this! It’s bizarre that is so many problems with NTSC. It almost seems like if they’d been able to fix them it would’ve made sense for Sega to actually release something like this back in the day as in America the master system did badly but the C64 was very successful.
The thing with NTSC C64 is that the machine has less time available to process code than the PAL version. Probably you have noticed the different aspect ratio on NTSC. This happens because NTSC systems has a smaller border or better said less rasterlines - which leads to kinda stretched pixels and is part of the 50 to 60 Hz difference. So there are situations when the visible space is not enough time to process the code, this still happens in the border area on PAL machines while on NTSC the raster beam reached a new frame already.
It's funny what power can do to a Sonic game, someone tried to run a Genesis through a set of batteries, and loads of errors popped up, due to lack of power making it hard to load things
Note that NTSC C64s output a squished pixel aspect ratio of 3:4 (3:2 for 2BPP), which means the game is extremely squished on NTSC C64s, and looks slightly squished on PAL C64s' almost-1:1 (almost-2:1 for 2BPP) pixel aspect ratio. The original game was designed for NTSC Master Systems, which have an 8:7 pixel aspect ratio.
i never knew Sonic 1 could be ported on the C64, well it's not hard to port the blue blur in today's standards. now i could finally listen to the SID chip soundtrack
Impressive review, thanks for testing on real hardware instead of some emulator. Just imagine if this masterpiece had been available for the C64 back in the early 80s.
I mean I’m pretty sure Mario was on there but i think it was another underpowered computer.
Early 80's wouldn't be possible, the Commodore REU was introduced with the C128 in 1985. But in September 1985 Commodore also introduced the Amiga, so the C128 was doomed from the start.
@@gertachimrenel595 It's a good point, the game does rely on the REU for fast scrolling. I always forget how much the Amiga was ahead of it's time. Doing a good Sonic port for the Amiga should be no problem.
Cheers,
Jake
no, mario was on the commodore
it was a rom hack
To be honest, third party solutions are a must nowadays for most commodore endeavours. old PSU's fail, as you saw some of the official stuff was expensive as hell, and we need to also use SD solutions for the best results.
Oh and a tip about the turbo chameleon v2: it does more than C64 because you can flash extra cores to it. Mega Drive and Master System are among the supported ones but you may run into button limitations without a ps/2 keyboard instead of a controller. and yes, i do know the turbo chameleon's output is a little blurry so it's not your setup.
going purest is for the upper classes - not the masses (didn't Jack have something to say about that?)
i kinda want to see a "but does it work on the commodore 64" series with mega drive/sms hacks now
What a labour of... love? this video must have been! So many funny little nuances along the way!! Glad I was able to offer some assistance with it :)
So you're the one who helped RHS with the Breadbin models of the Commodore 64! Nice!
I just find it amusing that PAL users FINALLY come out on top and have the straightforward, streamlined experience for once in this series, whereas NTSC has to put more legwork in this time. Love your work Red, this was a joy to finally see!
You actually see that a lot in Commodore machines -- PAL (50Hz) timing leaves more time between each screen scan, meaning you have more time to write new stuff into the display buffer each frame.
This is actually true in most consoles but it doesn't come up much because most of the games are developed in NTSC (America/Japan), then moved to PAL. The Commodore machines (especially the Amiga) were more popular in PAL territories, especially Europe, so there's a bunch of games that take advantage of all that extra time between frames. Many of those games and demos basically couldn't be done in NTSC at all.
This would be why there so much screen tearing happening here -- there's just not enough time to update game logic and DMA all the new graphics into position in time.
@@birdrun4246 This was an utterly fascinating read-- thanks for laying it out! I'm not much of a technical sort, and while I know PAL and NTSC have a 10Hz difference (and that it does make a LOT of difference in many areas), I had no idea that Commodore machines were more routinely optimized for PAL territories.
May I ask (if you happen to know) if that's why NTSC C64 Sonic 1 was outpacing its Master System counterpart, because it is trying to keep pace with its 60Hz requirements and struggling to do so, thus overcompensating and causing the screen tearing at the same time?
@@curly_girly19 The screen tearing in NTSC is almost certainly caused by the game not having enough time between frames to update as much of the screen as it needs to (due to the shorter VBLANK time in NTSC).
I don't know why the C64 version is running faster, I'd need to do some deep research to figure that out. It's possible that the C64 is producing a marginally faster video clock than the Master System -- these things are not exact, after all, and game logic is tied in lockstep to the video refresh. It might just be oddness in how the port handles timing or a slight change to how the physics works, too.
@@birdrun4246 I knew it was a long shot as to whether you knew the exact reason why the C64 version was overclocking compared to the Master System, but thank you for taking the time out to reply anyway. There are so many possibilities and they're all so fascinating in their own ways- whether it's a spec of the hardware or just a quirk present within the port.
I really appreciate you explaining this all so thoroughly. :)
@@curly_girly19 Ironic considering Commodore is an American company
Wow, Sonic 1 Mater System actually looks like more fun on the C64. That's really cool! Loved the video btw, always a fun time watching!
"Mater System" Garrulous64 did a typo.
Mater in sonic 1 SMS when?
Mater system
I loved Mater from the Cars Movie
Sonic the Mater from Cars
hey,your vids have helped me during tough times,take as much as you need we will all be here when you come back.
this guy was my literal childhood, it’s sad to see he’s gone from UA-cam, I’ll miss you RHS 😢
@@30THMAN. yeah I saw, I’m glad he’s doing alright kind of
@@funnyrobot42 at least we have 600 videos of content to watch
@@wisesthacesha2791 true
@Etonasama nope , hes just active on twitter , thats all
Actually, he will return to UA-cam after his break, which he is taking because he's getting a divorce 😢
For all intents and purposes, it works on real hardware around the board for me and I'm sure most people in the space. I think the question "Does it work on _period correct_ hardware" probably means a lot more here to the userbase. The Commodore 64 is a general purpose computer, not a console, and beyond the Apple space, generally you don't get a majority of the base being die-hard purists like you would with a Nintendo or SEGA contemporaneous system, and generally care more about period correct things than pure things. Being an IBM PC collector myself, I'd be hard pressed to find someone that'd claim a game made for an XT didn't "run on real hardware" because one of the binaries only ran with the slightly expanded V20 instruction set or needed an EGA card with more memory than anything IBM ever offered. It's just a different set of values.
Agreed. Back in the days, every Commodore owner and his grandma extended his computer with a variety of third party peripherals. From speech synthesizer to ram expansion units, passing by the mostly unknown commodore hard drives used by BBS operators, graphics tablets like the Koala pad, replacement OS like Jiffydos, etc.
Interesting to see that Sonic was randomly ported to the Commodore 64.
Don't pee on the floor, use the commodore!
don’t pee on the floor, use the commodore!
*LAAALAAALAALAALAAALAALAALAALAAAAAAAAAA*
I knew someone was going to do that
Don't pee on the floor, floor,
Use the commodore, dore,
Don't pee on the floor, floor,
Use the commodore, dore.
@@ashleycd6487 thats the remix, not the original
also if someone tries to woosh me for doing something then Reverse card
@@elGuille_uy r/madlads
6:35 -- That is, no joke, the SHARPEST* looking Composite signal I have ever seen captured.
*(Well-defined pixels, not oversharpened or blurry.)
Indeed,i have to pinch myself.
Imagine this quality back in those days, i dare to say this is even mire impressive then any amiga game.
Well done
Given the limitations of the hardware, even when using an accelerator, this is pure magic, tbh.
I'm always extremely impressed, how far such geniuses actually can go...
So *that's* what you needed them repaired for! Looks like a pretty good use to me :)
The Commodore 128 CPU can run at 2MHz but the VIC-II can't, so the C128 still runs C64 stuff at the same speed as a regular C64. The SuperCPU is a much faster beast and runs differently so provides a large speed increase.
Great video, though!
Sonic runs 2Mhz in the screen border, so can benefit from C128 speedup. However, the REU doesn't work reliably in 2MHz mode (this is documented in the manual), yet Sonic still accesses the REU in 2MHz mode. As a result, it is can be unstable on the C128. It seems wether your C128 can run in accelerated mode is mainly a matter of luck.
That chocolate bar makes me want to impulsively hire you to repair something even though I have nothing to get repaired
I dunno how the hell you keep making this good content with such a simple concept. You have the British Stamp of Approval.
He hasn’t uploaded in a year
@@Chilidogs589check the community tab
he divorced
Sonic 1 on the Master System, but it's on a C64... what a nice video! I wish I had a C64, too. And yes, the colours are amazing
Just seeing you respond to comments brings me peace that you are ok and such I can wait for as long as possible for the next episode of bdiworh :3
Pinned by redhotsonic
redhotsonic
1 year ago
I have NOT forgotten about BDIWORH, and the next video will be a Mario hardware video too. With this video, I’m trying something short and sweet, seeing I see on UA-cam recently shorter videos seem to get people’s attention. STTP will not just be hardware related, but it could be short reviews, information on how I connect my consoles up for recording, and I’m debating Sonic news too but not sure on that part yet. Anyway, it would mean a lot if you liked this video to show if you want to see more STTP. Thanks for reading! 😊
That was an unexpected treat. Always love to see 8-bit Sonic 1 get some much deserved love
Oh btw, this was supposedly rewritten line for line, which is extremely impressive
Now, for someone to do the math... jokes aside, yeah, this was worth the wait. Good job, man!
You combined a genuine love for our little blue buddy with an honest critique. Nice work! I got the ntsc / pal switchable breadbin 64, turbo chameleon v2, 1541uII+, zoom Floppy, ramboard, burst nibbler, dolphinDOS, JiffyDOS, sidFx, pi1541, sd2iec, MMC64, RRNET, 1541 w/ track display, device ID switches, reset, ray Carlson power supplies, you get the picture: an investment. Aaaand for the life of me I can’t get sonic running here.
This video was worth the wait. (and the cost) Great video! :)
Loved the retro-remixed intro too
...I like how speeding up the video to 1.25x speed, the music of the port have the same speed as the originals.
It's been a while because you're really great at this. C64 Version is quite amazing.
Nice intro, didn’t expect that. And those sleeves for the floppy disks are really cool!
Full of great humorous writing and detailed reviewing as usual.
Absolutely enjoyed it. And the C64 style intro. Touché.
Thank you for spending the money to test this. Saved me some hardware purchases my own wife would have also flipped out over.
I love how the intro sounds more old(like as C64) hahaha
Pd: 4:05 I note that lol
Is that a peep show reference with the "Excellent shopping"? Great video as always thanks!
6:57 (Rage sounds(?))
Great music intro RedHotSonic
About freaking time! Amazing video RHS!
As far as I know Sonic the original on the SMS was 256K and Sonic2 on the SMS was 512K so these games were already massive on the Master System by Commodore 64 standards as the Sega Master System was able to handle up to 512 Kilobytes without bank switching.
I don't think I've ever heard of any commodore users caring about using well-made third party accessories before, it's just considered required to use the commodore line effectively nowadays.
Also, by your logic, both of the systems you got repaired would automatically give the game the partial rating to the game, since it's pretty unlikely that they were fixed with original c64 parts, it is alot safer, cost-effective, and generally better overall to fix old c64 systems with off the shelf, third party parts. Basically, the idea that third party items aren't real hardware, is a disservice to the idea of many fans preservation attempts.
I asked the modder if the repairs would be using genuine parts from other Commodores in which they said yes. So, in theory, it's all still genuine.
In theory yes, in practice it's more of a gray area, still good to know you asked that question in the first place.
@@UltimateExplosiveGaming I mean said third party parts are usually just the same Commodore bought back in the day to make them.
Many of the chips are I thing still produced.
@@UltimateExplosiveGaming Basically every parts of the C64 are still produced nowadays, except the SID chip (the sound card). It uses almost exclusively off-the-shelf parts, that's one of the reason why it was so cheap to produce.
It's impressive that everyone wants Sonic to be in every videogame console, and it's pretty cool!
Don't pee on the floor, use the Commodore 64!
🤣🤣🤣🥲🤣🤣🤣
solid advice ig
Yeah
?
Noted
God, all gripes about how much this cost you aside, the fact that some absolute madman out there decided to make a 1:1 port of the Master System version of Sonic 1 to the C64 is truly a delight, from a technical standpoint.
Now, if you'll excuse me, I need to go pick my jaw up off the floor after being so awestruck.
Also reading "SONIC NEEDS AT LEAST 256 KB" got a chuckle out of me. Putting words in allcaps makes sentences so much more demanding.
@@FoxMan_FF SONIC DEMANDS THAT YOU GIVE HIM 256 OF YOUR KILOBYTES
@@adams3560 ah yes, the sequel to sonic forces,
sonic demands
@@generallyunimportant We don’t talk about that game, haha.
Thank god you’re back
I just got a C64 again (had one as a girl) and had no idea Sonic had a port on this thing. I can agree with you on the prices cause holy crap these things are expensive! I got EXTREEEEMELY lucky with my breadbox w/ floppy combo I found and snagged! (Only 125!)
1:38 that sounds awesome °_°
I love how diligent you are to getting everything for a video!
This dude deserves more likes and subscribers. I mean, look at how much money he's spending!
Wasn't expecting that C64 styled theme intro, pretty good video!
Redhotsonic we need you back you haven't post for 1 year 😢 pls come back
Divorce, SEE community post
@@Angel-DJ-GamingI understand that but 1 year?
@@ThatExistingGermanGuy he has a daughter
@@Angel-DJ-Gaming and? DanTDM also has a child
@@ThatExistingGermanGuy bruh you have no soul man, just go see his community post or ask him then, satan.
This CAN be found at TimeStamp: 1:06.
redhotsonic: Shocked Face.
Also redhotsonic: "No."
If you don't like the music playing slowly on the background on 3:01 then I should recommend you watching the video on 1.2x speed for smooth NTSC speed (It's sounds also smooth on 1.15x speed and don't affect RCH's vocal speed that much)
Yes, I love the videos. Fun fact: sonic 1 was going to come out on the Commodore 64/128 put was canceled
Other ports of Sonic 1 got cancelled aswell.
@@Eggdipie yep
It was going to be ported to the Commodore Amiga too, but for some reason it got cancelled.
Kind of a shame really, would've looked beyond nice with the bitmapped graphics and sample-based music.
commodore commodore 64
Imagina um port desse na época.
ent skksks
Don't pee on the floor use the commodore
you had so much room for typing commodore sixtyfloor
God it really has been a year. Hope you're doing well RHS.
Come back please, the world needs You, VörösForróSonic!
(50 years later)
“Can we run sonic on 1-bit 1-dimensional software”
"If sonic 2 was to surface, I'll be ready"
. . . Watch it come out for the Amiga
RHS will end up poor at that point.
One thing to keep in mind is that, back in the day, games had to be ported between PAL and NTSC regions to fix the music speed issue and to adapt for a shorter frame time, a shorter hblank time, and a shorter vblank time in NTSC. 60Hz was just harder to make. Nowadays, the only remaining Commodore retro scene is in PAL regions so those new games/demos that get made don't run well in NTSC.
Looking at this in 2023 gives me nostalgia
Great review and I appreciate the work you had to do to make this video possible. I suppose I'm in the category of 'retro-modern games is ok using modern hardware'. I'm from the States. I've been with the C64 since 1984 (yes, I'm old), and even back then I had used hardware that was even created by our local university. Some college kids wanted to make cartridges for memory address hacking, copy protection cracking, and others crazy things I acquired through my big brother (since I didn't turn 13 until 1989).
0:47 what is that sound
6:03 I'm pretty happy about how it crashes into a Cubist masterpiece. I've never seen that before!
Good video! Ive been watching your videos since 2020. Though why does it take alot of months for you to post?
Thanks. It takes a long time because I have a full time job and a father. Now, its this reason: twitter.com/redhotsonic_RHS/status/1542132937554026498
Freaking Loved The 8-Bit Intro Jingle
You should try running the Sonic N prototype on a real N-Gage.
Once a true TV-OUT solution comes for the N-Gage, that will happen. Already on the Todo list :)
Hope your doing good. Cant wait for the next video!
In fact since the Commodore 64 uses floppy disks, I was also curious if hackers might make a Famicom Disk System port of Sonic as well (since the FDS uses floppy disks too), and even include some enhanced audio too, that’ll be incredible if hackers manage to do this.
The amount of Sonic ports is very impressive actually.
Now let’s also imagine people making a TurboGrafx-16/PC-Engine, Amiga, DOS or maybe even PlayStation 1, even though the latter is mainly a 3D system but hey, they could try and make a new engine for the game instead of emulating it. Lol
Once you're on Amiga, you need hardware-specific code for everything but the 16-bit version is on the table.
There are already Sonic ports for NES, so it's definitely doable.
@@vytah Yeah I know that, but what I mean is on the Famicom Disk System, and see how much differences it can get than NES.
Example, FDS has some better audio than NES and normal Famicom, meaning if it got an FDS port, maybe it could include enhanced audio too. That’s what I’m saying.
i remember sonic 1 blast dx ( a sonic 1 genesis rom hack) has a engine config menu that has DOS as a playable mode
it just swaps the color pallete and makes some audio modification (aka 1)
man, your content still holds up after this long. keep up the good content! 😼
Where is RedHotSonic 😢😢😢 it’s been a year and nothing.
Can someone explain????
Just a summary: he and his wife thought that they needed to go on their own ways, so they decided to commence a divorce plus he probably needs to take care of his daughter
Just a summary: he and his wife thought that they needed to go on their own ways, so they decided to commence a divorce plus he probably needs to take care of his daughter
Man I miss ur vids. Take as much time as you need to get back. Things may be tough but it’s not gonna get any worse. Hope everything goes well for u.
Don't pee on the floor, USE THE COMMODORE
hello Redhotsonic! I Am writing to wish you doing well! knowing what is going on with your life the past one year and how difficult and time consuming these videos are to make I genuinely hope you are doing well! and that I hope that whatever may come in the future that I am going to wait patiently for it! take care and best of wishes from a tech nerd and fan of your content!
For Megadrive users, NTSC might be the superior experience, but for us Commodore users, PAL is the superior experience. 20% more time to compute a frame is a big thing.
Yeah, there is no real reason to not just use PAL when it comes to the C64, especially if you live in Europe too where PAL models are standard as well as TV's.
Cool 8-bit music for the intro!
2:40
...to RHS' wallet.
I had a feeling this would be the most expensive BDIWORH video since the Zippy episode.
I think this was the first redhotsonic video I watched.
After spending like 1 milllion pounds it all paid off!
Fun fact about the PAL vs NTSC C64 : the PAL version is actually more powerful by a noticeable margin. Unlike a console from the time, the CPU and video output are deeply linked, the C64 doesn't actually have a video card, the CPU is the one outputting the video signal, so the 50Hz of the PAL format actually translate to more CPU cycles available for other things, even if the CPU actually runs a little slower because of timings and other factors too complicated for me, that's why the PAL C64 can run this game "vanilla" while the NTSC model needs an accelerator to compensate.
This is actually true of basically all 8-bit and 16-bit machines. You just don't see it as much on the major consoles because their software was mostly developed in NTSC regions and don't rely on the extra time, whereas Commodore stuff was more popular in PAL regions -- developers there would write games relying on all the extra frame time then be unable to do an NTSC release without major rework. This is also why the Megadrive 'Overdrive' demos only run in PAL.
@@birdrun4246 Yeah. The C64 (Amiga 500\1200 too in most cases) is one of the few times were owning a PAL model is preferred as the games were made for PAL from the ground-up to take advantage of it. Unlike consoles were there was really no benefit at all.. often games weren't even optimized for PAL.. like having borders that not only resulted in the games not being full-screen, but also resulted in the wrong aspect ratio.. and sometimes also the music being too slow.
Where the hell did you go
Nearly there: twitter.com/redhotsonic_RHS/status/1542132937554026498
I'm genuinely stunned! It looks stellar!
Rout-tout ta ta ta, ta ta ta ta taaa~
Dont play emulator, use the commodore~
laaa, lalala la la lala la laaaaa~
You were the chosen one! It was said that you would run the game properly, not with bugs. Bring us a yes to the question, not leave it as a partially.
Sad RHS had to suffer through a divorce, hope he can come back eventually.
He’s back.
@@mikeval1525 read when I wrote the comment -_-
When you saw the price of the Commodore 64 I felt that so hard...
Great video!
Don't pee on the floor, use the commodore laalalalalalalaaaaaa
Thanks for making my 9 hour car ride WAY BETTER! Shoutouts!
Ik u quit, but do u mind if I ask…
Why did u divorce? (If u did)
Haven't quit, just not sorted everything yet and until I do, I can't return. Hoping end of year.
@@redhotsonicok thx for answering, I was worried u wouldn’t return😅
That was my alt
i feel actually this guy kinda cool cuz he says the games problems, his experiences, and then later moving to the last question, if it does work on real hardware
ITS VERYY COOL
Should have just asked the 8bit guy xD
Even before I hit play, I had a feeling there was going to be a few headaches on getting the C64 running properly. At least you got it working, albeit with modern accessories.
1 Like for = RHS to come back 😓
Nah, like beggar
2:09 is it Photopaper?
@@henryyengibaryan9510 - Yes 😊
@@redhotsonic Thank You! :))
R.i.p rhs money
I love how the music for the intro is Commodore 64 styled
First
Fun fact: This is the _oldest_ comment on this video, making viloer vilo truely the first commenter! One can debate however of they were the first viewer, however.
7:07 what’s the web address on that s-video cable? I can’t read it and would like to buy one to upgrade from RF :)
Retro Computer Shack is the place to get your cables from for this. A word of note: some of the earlier breadbin C64s don't support the 8 pin DIN output on the video port, so s-video mode doesn't work - the C64C does however. He also does a composite SCART adapter which works on 5 and 8 pin DIN connectors (that is if you still have a TV with SCART)
@@zawtowers thank you! I checked my c64 and it has the 8 pin DIN so I can use s-video
That's some strange fate shit right there... Was bored looking for vidoes, thought you had not put one up for a while so checked your channel, and BAM, new video just 30 minutes ago 👌
This is really impressive, I honestly can’t believe someone actually did this! It’s bizarre that is so many problems with NTSC. It almost seems like if they’d been able to fix them it would’ve made sense for Sega to actually release something like this back in the day as in America the master system did badly but the C64 was very successful.
The thing with NTSC C64 is that the machine has less time available to process code than the PAL version. Probably you have noticed the different aspect ratio on NTSC. This happens because NTSC systems has a smaller border or better said less rasterlines - which leads to kinda stretched pixels and is part of the 50 to 60 Hz difference. So there are situations when the visible space is not enough time to process the code, this still happens in the border area on PAL machines while on NTSC the raster beam reached a new frame already.
You actually made interested in Tech stuff
0:21 but thanks to this, ABSOLUTE, MASSIVE, genius 😂
It's funny what power can do to a Sonic game, someone tried to run a Genesis through a set of batteries, and loads of errors popped up, due to lack of power making it hard to load things
I like how the intro was changed to match the Commodore sounds
Note that NTSC C64s output a squished pixel aspect ratio of 3:4 (3:2 for 2BPP), which means the game is extremely squished on NTSC C64s, and looks slightly squished on PAL C64s' almost-1:1 (almost-2:1 for 2BPP) pixel aspect ratio. The original game was designed for NTSC Master Systems, which have an 8:7 pixel aspect ratio.
i never knew Sonic 1 could be ported on the C64, well it's not hard to port the blue blur in today's standards. now i could finally listen to the SID chip soundtrack