My goodness this sounds so clean and crazy good! I dare even say that it might even be better than the original, and that's saying a lot since it's already a masterpiece! Thank you for doing this amazing game's god tier music the justice it truly deserves.
Man, this sounded EPIC!!! Surprised there weren’t any space harrier clones on the SNES considering what it could do with Mode 7. All we need now is an extended version of this song for me to listen to while I go jogging….. (hint, hint, hint…..)
Yeah we need more SNES homebrew, the Sonic SNES port already proof that Sega games could run on the SNES just fine (despite the screen crunch but can be solved by using smaller sprites)
Mode 7 allows applying an affine transform to a single background layer, which just means that you can scale either a scene's background, or a single "object". Space Harrier on the other hand uses a technology called "sprite scaling", which allows applying an affine transform (or similar) to every sprite individually. This isn't possible on the SNES without special hardware, like the GSU2 (SuperFX 2) chip on Yoshi's Island
there's actually a trick to do sprite scaling without using mode 7, basically moving the sprite tiles inward to make it feel like it's scaling. I found out about it on a random website, sadly forgot what it is.
@Prototype okay I found it. www.plutiedev.com/scaling-sprites Though this one specifically covers the mega drive, the trick would work the same as it is on the SNES. I think I found couple of demos and games that utilizes this trick
@@blueelectric05 Yeah, that's pretty clever, but you can't scale much, you can also get some degree of scaling with raster effects, and lastly there's software scaling, which works great but most 16-bit CPUs can't feasibly pull it off
It won't fit into a cartridge since you gotta share it with the game itself as well. And also software back then isn't as flexible as it is nowadays. Here in furnace you could literally generate waves with software rather than having having to sample them, that way it could save so much ARAM space
@@blueelectric05 I've read that the Snes can reach up to 117.75 megabits (14 megabytes) for games. The biggest game so far is the Star Ocean hack without the special SDD-1 chip, the game got 96 megabits (12 megabytes). There is also the Lunnar Magic tool, which increases the memory of games up to 64 megabits (8 megabytes) . In Cartridges with these 64 or 96 megabits would the music fit?
It would fit but, there would be less content in-game. Not to mention each music may/may not have different instruments/samples to be used. And the biggest cartridge back then are incredibly expensive. But nowadays you could make the game as big as possible thanks that data are becoming way cheaper, you could just put these games in a flashcart no matter it's size
Pretty impressed when revisiting old hardware with newer software and drivers that really make these chips shine and manufactures then probably knew what these chips were capable of. Just limitations and memory and storage is a gamble and having to budget out the tech for everything to run smooth
To make it sound like this on an actual Super NES cartridge would have required a Nintendo SA-1 or SuperFX add-on chip just to handle sending all that sample data to the SPC700's audio buffer on time, not to mention at least 1 MB's worth of sample data. The Sample rate has to be over 30,000Hz at leas!
Nope, it doesn't need any expansion chip. It could run on stock SNES just fine. Probably the only problem it'd have is loading time but that's it Also SA-1 and SuperFX are both graphics chip, they do NOT have anything to do with sound.
@@blueelectric05 SA-1 can help to pull sample from the cart to the sound RAM instead of 65c816. But off course it's only used for streaming like in Oshaberi Parodius. By the way, many anti-SPC700s believe that SNES necessarily needs a chip in the cartridges to produce beautiful music... which is obviously totally false!
@@blueelectric05 Yes, streaming is possible without any chips, but at a CPU cost. This demo, published a few years ago, was the first POC of this : ua-cam.com/video/SgVpa4-InIM/v-deo.html
this doesn't even sound like the spc700 anymore, excellent work!
Thanks!
this is one of the best VGM covers i've ever listened to
My goodness this sounds so clean and crazy good! I dare even say that it might even be better than the original, and that's saying a lot since it's already a masterpiece! Thank you for doing this amazing game's god tier music the justice it truly deserves.
It is indeed better than the original
Tysm :)
Sega fans and FM synthesis terrorists don't like this ! 😏
Lol
@@sagrat6235LOL
Wow! What an awesome version!
"The sound of the SPC700 is very bad"
The sound of the SPC700:
Lmao
it really depends on the samples you give it
Fantastic cover, as always! One of my favorite video game songs of all time.
"Welcome to the Fantasy Zone. Get Ready!"
Amazing cover .
I've cried, because this cover sounds like heaven. You've really nailed it bro.
Tysm
_headbangs_
Nice SNES cover of the song!😄🤩😎👌
Space Harrier Arrange version is leaked and found in the Sega Ages Sega Saturn version.
That’s a joke to give it a go.
Nice cover
Man, this sounded EPIC!!! Surprised there weren’t any space harrier clones on the SNES considering what it could do with Mode 7. All we need now is an extended version of this song for me to listen to while I go jogging….. (hint, hint, hint…..)
Yeah we need more SNES homebrew, the Sonic SNES port already proof that Sega games could run on the SNES just fine (despite the screen crunch but can be solved by using smaller sprites)
Mode 7 allows applying an affine transform to a single background layer, which just means that you can scale either a scene's background, or a single "object". Space Harrier on the other hand uses a technology called "sprite scaling", which allows applying an affine transform (or similar) to every sprite individually. This isn't possible on the SNES without special hardware, like the GSU2 (SuperFX 2) chip on Yoshi's Island
there's actually a trick to do sprite scaling without using mode 7, basically moving the sprite tiles inward to make it feel like it's scaling. I found out about it on a random website, sadly forgot what it is.
@Prototype okay I found it.
www.plutiedev.com/scaling-sprites
Though this one specifically covers the mega drive, the trick would work the same as it is on the SNES. I think I found couple of demos and games that utilizes this trick
@@blueelectric05 Yeah, that's pretty clever, but you can't scale much, you can also get some degree of scaling with raster effects, and lastly there's software scaling, which works great but most 16-bit CPUs can't feasibly pull it off
Okay, you're awesome. Really knows how to get the most out of the Spc700. Why in the 90's there wasn't music of this level for the Snes?
It won't fit into a cartridge since you gotta share it with the game itself as well. And also software back then isn't as flexible as it is nowadays.
Here in furnace you could literally generate waves with software rather than having having to sample them, that way it could save so much ARAM space
@@blueelectric05 I've read that the Snes can reach up to 117.75 megabits (14 megabytes) for games. The biggest game so far is the Star Ocean hack without the special SDD-1 chip, the game got 96 megabits (12 megabytes). There is also the Lunnar Magic tool, which increases the memory of games up to 64 megabits (8 megabytes) . In Cartridges with these 64 or 96 megabits would the music fit?
It would fit but, there would be less content in-game. Not to mention each music may/may not have different instruments/samples to be used. And the biggest cartridge back then are incredibly expensive.
But nowadays you could make the game as big as possible thanks that data are becoming way cheaper, you could just put these games in a flashcart no matter it's size
Pretty impressed when revisiting old hardware with newer software and drivers that really make these chips shine and manufactures then probably knew what these chips were capable of. Just limitations and memory and storage is a gamble and having to budget out the tech for everything to run smooth
Reminds of some of the yamaha and roland synths of the mid 90s!
Because they do came from 90s synths
@@blueelectric05 whoa cool
I can't listen to this fucking song anymore without singing Prom Night from Doc Future.
Doc Future FTW
To make it sound like this on an actual Super NES cartridge would have required a Nintendo SA-1 or SuperFX add-on chip just to handle sending all that sample data to the SPC700's audio buffer on time, not to mention at least 1 MB's worth of sample data. The Sample rate has to be over 30,000Hz at leas!
Nope, it doesn't need any expansion chip. It could run on stock SNES just fine. Probably the only problem it'd have is loading time but that's it
Also SA-1 and SuperFX are both graphics chip, they do NOT have anything to do with sound.
@@blueelectric05 SA-1 can help to pull sample from the cart to the sound RAM instead of 65c816. But off course it's only used for streaming like in Oshaberi Parodius. By the way, many anti-SPC700s believe that SNES necessarily needs a chip in the cartridges to produce beautiful music... which is obviously totally false!
Yep, though even without SA-1 sample streaming is still possible. So there's not that much point other than to make loading times faster
@@blueelectric05 Yes, streaming is possible without any chips, but at a CPU cost. This demo, published a few years ago, was the first POC of this : ua-cam.com/video/SgVpa4-InIM/v-deo.html
@Sagrat for me this is a much better example because it's actually in-game, check it out
ua-cam.com/video/TIF9HAKG8QE/v-deo.html
Super Super Fantasy Zone!
I think I know what to do here.
Hmm?
@@blueelectric05 The instruments used here look useful for a remix I'm planning. Mainly the masa's demo version of green hill.
I actually have plan on making masa demo Sonic tracks but I just simply don't know the original sources of these instruments
@@blueelectric05 I'll have a listen to the demo and try to figure it out.
@@blueelectric05 I found out the Kick and Snare drums are from the Roland TR-626.
The melody at 0:18 is wrong....