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Topics I've Started
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Brad Buxer and the S3 Mid Boss Theme
03 February 2011 - 01:06 PM
I might be grasping at straws here.
It is obvious that Teddy Riley is being sponsored by Open Labs http://www.youtube.com/watch?v=2GwKoUEnejs , and that left me thinking: "Are these guys forced to play a certain style of music because they are sponsored to use one music device?"
What has Teddy Riley to do with Sonic 3? Nothing! But he is linked to Brad Buxer in one way (using the same synthesizer). Teddy Riley is the only credited person for keyboards, synthesizers, rhythm and synthesizer in "Remember the Time" (1992) which uses a wierd sounding sample (sounds like it could be a ghost from S&K Sandopolis Act 2 appearing, but it is not the same, don't even go there!) at 0:01 into the song, that is also clearly used in "Blood On The Dancefloor" at 0:04, where Brad Buxer and Teddy Riley are both credited. "Blood On The Dancefloor" has the Knuckles/Middle Boss beat at 1:37 at a different frequency than the default snare drum beat, making it disappear when using a "remove voice" effect. Now, if they were sponsored to use a specific synthesizer at this time period (1992-1996), what could the brand be? Well, there is only one legitimate video on Youtube of Brad Buxer on Youtube, where the channel is possibly owned by himself. It is a MTV interview from 1992 http://www.youtube.com/watch?v=6wyxEM1_f4s where Brad is sitting in front of what seems to be his favorite synthesizer, or possibly sponsored by the company who made it? It is called AKAI MX1000. So I used http://synthmania.com/ (which I use from time to time to hopefully locate Sonic CD JP sounds, to no success so far!) and found a recording of random drums played on some AKAI synth (not the exact same as Brad used in the video), and in that recording, where snare drums and claps were used all the time, in the middle of the randomly hit keys, I heard the beats which seemed to be some kind of claps that were more real than the default midi clap, and also pre-recorded at the pitches (three of them), which can play the Knuckles theme, I guess. It is always possible to pitch sounds.
Now, I don't have enough proof to confirm that this is the exact beat samples used. I wish I could. My attempts to contact Brad through the Youtube channel has been cleverly done to not bring up Sonic 3, but no answers whatsoever! (and that means, don't try it yourself, it will just be harder each time an attempt fails) Well, he (if he is the right guy) did approve my video reply though, which can indicate he "might" have been the composer for the Mid Boss theme (most likely), instead of ignoring it.
And here it is:
http://www.logotypes.se/sonic/sneakybuxer.mp3
I agree with all of you who says "drum beats mostly sound the same on most synthesizers, so this proves nothing", and also "pitch is wrong". But I wish I am right! There are 3 special samples, with those ranges (I was lucky to cut them all out (one of them wasn't played fully) without getting a hi-hat or something played at the same time). But yeah, if it doesn't prove anything, at least it shows you that this kind of research should be done, and we should never give up on finding the truth about Sonic 3's music, or Sonic CD JP's synthesizers and sounds.
Now, if any of you, or some random lurker reading this have access to a AKAI synthesizer, please locate and rip those samples in as high quality as possible, as if they are the right ones, a true CD quality Knuckles theme would be possible to make, as the drums possible come from the same synth, and the original guy voice sample in the theme is available already. -
When you roll and then jump in the Genesis/Megadrive versions, you hav
01 December 2010 - 03:24 PM
When you roll and then jump in the Megadrive versions, you have no control over the direction Sonic is going. But do this in Sonic CD and you have no problem with any direction.
Yep, this is a known fact.
Of lately people seem to like the Sonic CD way of things.
Quote from Mercury, SFR programmer:
QUOTEA second intentional change is that Sonic can control the trajectory of his jumps even if he jumps while rolling. Sonic CD is the only one of the classics to do this, and I find it vastly superior. In fact, I can't imagine why the other way was ever used – what's the logic behind it?
Let's see what the instruction manual says about this move:

It is some kind of "super stunt". That's all I can find. maybe the Japanese manual has more information (that would be in Japanese so I can't understand it).
Now, let's look at the games which use this move:
Sonic 1, Sonic 2, Sonic 3, Sonic & Knuckles, Knuckles in Sonic 2, Sonic Advance 1, Sonic Advance 2, Sonic Advance 3. (possibly more?)
That is an impressive collection of games using this move, so there must be a reason behind it. I have certainly missed it if it was uncovered before.
The only thing I could think of is that such a move could be used as a game feature to get more score points while attacking enemies (since it is more difficult to aim, it should be rewarded if succeeded). But I haven't found any traces leading to this. Also the Sonic Advance series don't abort the move when activating the quick shield (like Sonic 3 does), yet again to prove the move is not a leftover but very much an active game feature.
Now I am asking Sonic Retro to find the answer. Old interviews, new interviews, hacking, testing, anything that can uncover why the move is still such deeply tied to the original Sonic games. -
S2HD Render Engine Test
05 April 2009 - 05:26 PM
Download:
http://www.logotypes.se/sonic/HD/TechDemoS...leaseRender.rar
Sonic 2 HD is a graphics/music project in first hand, meaning that all art produced here will be displayed ingame. My job is to ensure that the art produced here will be displayed correctly ingame. My choice in Direct3D development was right at the time, but it restricted the project to the Microsoft Windows platform.
The technical demonstration second release (can be downloaded in a sticky thread at this forum) uses an engine that is directly connected to Direct3D and requires 10 MB of DLL files.
This poll release is the same game as the 4X version only that it no longer requires Direct3D! Thus no more DLL files. Also this version has no pixel shader (no water ripple in the background)!
When you start the game, you will be prompted to choose a render from a list R1 to R5. They all use different techniques to draw the game. It is up to you to find the one that is best for you!
Why the R(number) names?
It is so that you can't be bias when you choose an answer based on the technique names. I don't want people to choose (example) Pepsi over Coke or Coke over Pepsi without giving both a try, even subconsciously.
So how do you test RAM usage? in Windows XP/Vista you press Ctrl+Alt+Del and choose "Task Manager". In the first tab "Applications", right click on the game name and choose "Go to process". You will now be in the second tab "Processes", and it will show (high lighted) the current RAM usage for the game's process. The best way to check the RAM usage is during the 16 players on bridge demo. Wait at the title screen for the demo to play. It is important to check the RAM usage for all the renders since they all use different ways to allocate texture data.
Now don't rule out a render because of its heavy RAM usage! The render might just be the fastest of them all!
So how do you check the CPU usage? Well you don't! It is the GPU (the CPU on your graphics card) that does all the hard work. If the game goes slow, it is your graphics card that can't keep up with the quality of the game's graphics. There are different ways to see how good your GPU is depending on what graphics card you have. The easiest way is to keep an eye on the "frames per second" counter.
So does it look good? How do you know if it looks good? Well, first the game's window needs to be scaled up to its max size (1280x960 pixels for the client area of the window). Your desktop needs to be bigger than the max window size to allow just that. Then take a print screen of one render and compare it against a print screen of another render.
But to help me further and prove your case, you can choose to post screen shots of renders in this thread, please! I suggest posting in the PNG format, and Alt+Prt Sc the window when it shows the DISCLAIMER scene (it is the best screen to show and compare basic pixels). Don't forget to name it after the render number and post your graphics card specs! It is a good way for me to see for myself how good the game will look on your hardware.
So you don't want to do all this?
Then post a NULL vote. We beg you not to mislead us!
This poll will end on 1st June. I'm predicting we will see a clear choice in a month or so. It will be perfect for the development of the brand new Sonic 2 HD 1080p HD engine.
Other than that, the development of Sonic 2 HD is progressing nicely.
/LOst -
Got a scanner and a S&K cartridge?
09 March 2009 - 10:30 AM
Do you have a cartridge that looks like this? (photo stolen from ebay)

Note how there are thick black lines surrounding each letter in the Sonic & Knuckles logo! That's what I need! If you have that cartridge and a "good" scanner, please scan the logo with high DPI resolution (300 dpi is good). And try to keep it aspect, else I don't think it is worth it.
The problem with the Knuckles text in the US/EU logo is that it has red shading around the red letters making it impossible to find the edges of the letters without guessing them. I have tried the Collection PC boxart (the EU one), the EU boxart, the US boxart. The closer you zoom, the worse it gets.
But then I remembered that black lined logo! It's the only way really to find the edges of those letters.
BTW, I have the first version S&K cartridge that has no black lines, so mine is useless.
Thank you in advance! -
It don't matter if you're Black or Blue...
04 February 2009 - 08:12 AM
If there is any music in Sonic 3 that we can say was made by the MJ team with 99% accuracy, it is the middle boss theme. But who did it?
We'll never know, but it is fun to compare against other MJ songs and see if there is a remote connection. Okay, this is probably old but some people might have missed it so here we go:
http://www.logotypes.se/sonic/LOst%20-%20B...20Or%20Blue.wav
I am talking about the keyboard sequence of course. Yea it is simular, still a composer signature though. Looking at the credits for Black Or White, and you can see Brad Buxer did most of the stuff:
Percussion: Brad Buxer and Bill Bottrell
Keyboards: Brad Buxer, John Barnes and Jason Martz
He is ranked first in the credits for both Black Or White, and the music composer credits for Sonic 3.
Do you think I am right, or wrong? I think I am right. Discuss please :P

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