I make video games. You can see many of them on my youtube channel, download links are there too.

The new episode is now with subtitles. It is about Lion King games.

Actually, there is a problem that there is no easy way or no way at all to legally put a work into public domain before expiration of copyright. You can claim that it is in PD, but it isn't a legal status, it is just you will not take any legal actions at your free will.

I'm not sure that CC0 solves this problem, because there is such a thing as a multi license - you probably not disabled to release the same work under different licenses together with CC0.

I prefer CC-BY for music. It only requires to credit the author, but allows anything else, similar to CC0.

The other recent videos are unscripted long plays with two players, so they are really difficult to translate - basically it is a live conversation full of half-finished sentences, uh-ohs, etc. I'm attempted to translate the first one, Battletoads, but it is still unfinished.

ant1 wrote:

tell your irc-friends about it, mention it once on each forum, watch it fade into obscurity, write a new album

Replace 'album' with something else, a game for example, and it is still true.

103

(42 replies, posted in Sega)

Any idea how to detect it automatically and reliably?

104

(5 replies, posted in Trading Post)

You'll find more repro makers at NintendoAge or NesDev forums.

105

(7 replies, posted in Nintendo Consoles)

Don't forget that all the samples on SNES are ADPCM-compressed (so called BRR compression), loop points are aligned to 16 samples, and max sample rate is 32000. 16000 is more realistic rate, because with 32000 you can fit only 3.5 seconds of sound into the memory, and you also need place for code, music data, and echo buffer there. So you can resample your samples to 16000, then use this tool to encode samples into BRR and decode them back to WAV, this will degrade sound quality to SNES level.

106

(174 replies, posted in Sega)

I would say that it was a minor bug, but anyway, I fixed it and updated the file without changing version number. Please redownload.

Seen the album preview recently, sounds cool.

A new episode is out and translated. It is about the infamous, the most difficult game for Dendy/NES that everyone know for sure - Ghostly Village.

108

(174 replies, posted in Sega)

Please redownload the file, there was a bug in VGM exporter (screwed tags and 1.50) introduced in last minute.

109

(174 replies, posted in Sega)

Download VGM Music Maker v1.1 (2.10M)

The docs wrote:

1.1 15.11.11

* A fix in FM2612 emulation suggested by ValleyBell
* PSG channels frequency is set in init, to set default fine pitch of PSG noise channel
+ Export module as a text file
* TFD export has been broken
* Noise mode display instead of notes in the PSG noise channel
* Change slot TLs feature changed into Change volume
* Minor interface tweaks
* Pan settings are detected the same way as instruments and volumes while editing
+ PAL, NTSC, and custom clock frequencies and frame rates support
+ Sample retrigger, cut, and delay effects (Q9x, QCx, QDx)
* Some fixes in VGM export and looping
* Special mode of FM3 has been not audible in the editor
+ Optional default instrument
+ Optional support of VGM 1.60
+ Clear song function, clears patterns but leaves instruments and samples intact
+ FM/PSG volume balance customization

110

(174 replies, posted in Sega)

No.

Edit: Yes.

111

(174 replies, posted in Sega)

It is simply not possible to have arbitrary tempo, because update resolution is fixed and low (1/50s).

Kinaman refers to the three-part episode as 'pilot of series', so yes, there should be more in the future. He also has related series of 'let's play' kind, where he beats a difficult game on Dendy with a friend. I'm not yet sure if this one could be interesting for english-speaking audience.

Sure, proofreading wouldn't hurt.