A quick update on what’s been happening lately

Hello everyone and sorry for the long silence.
We’ve been hard at work with different groups on several things concerning our project (among many other aspects of videogame music preservation) and we’ve all been working towards something very big and important which will be announced in due time.
Meanwhile, I’ve added a disclaimer to our Release page: as we’ve been knowing for quite some time, all the “pre-remaster” releases have inaccuracies in their speed (and, as a consequence, their pitch) due to us using a PAL Mega Drive, despite the 60hz switch and crystal swap.
All the releases affected have been marked as such.
This was long due and we came to a point where we were forced to specify this because while even for the serious listener a 0.951% speed difference will probably go unnoticed, on the other hand our releases have been used for critical work (emulators, FPGA implementation, etc.) where even less than a 1% difference in speed has a huge impact.
We want to sincerely apologize to all the people who’ve relied on our releases and now have to double check their work to make sure that they were using either a Remaster or post-remaster release (all those after 3/11/2014 are very close to cycle accurate, with a discrepancy in speed of 0,00479% – newer ones will be cycle accurate).
We’ve been going through very big changes during those 8 years (yes, it’s been that long) and we’ve accumulated an incredibe amount of knowledge, but there’s always something new to learn and discover and now we’re going back to drawing board, looking at how we rip and record games from the Mega Drive, because we can’t afford to make any more mistakes and must make sure that our work is not only done through the best audio equipment possible, but is also done rigorously, making sure that all ends meet.
This means we’re re-hauling most of our own workflow and will make sure to be as transparent as possible as to what we’re doing and how we’re doing it so that people know exactly what they’re getting.
All releases are now on hold until we’ve untangled the mess and come up with something we know for sure that is completely accurate (or accurate enough that the differences are so small as to be negligible).
Thanks to all of you who’ve been following us and using our work and to all the fantastic people we’ve had the pleasure of working with so far.
We’ll be back with very substantial updates (hopefully) soon.