All of the old Amiga and DOS releases re-uploaded!

Hi everyone,

over the last years I’ve got a lot of people asking for the old releases Roareye and Dogman did, especially the Amiga and DOS ones (and Knuckles Chaotix).

Since those were “unofficial” releases which happened before the contributor era where we opened up to the community, I have never downloaded/archived them and I when I realized that most of those downloads were offline, I thought they were gone forever.

Thankfully, after making some posts on social media asking for help, it turned out that our followers and fans had saved those old releases on their hard drives and we were able to re-upload them to our Mega account.

Those are the releases which have been re-uploaded and are now available again:

3-D Dinosaur Adventure
Agony
Alien Breed
Big Run
Captain Planet
D/Generation
Indiana Jones and the Fate of Atlantis Amiga
Knuckles Chaotix
Magicland Dizzy
Maths Drill
Mortal Kombat Amiga
Outrun Amiga
Pinball Dreams Amiga
Rambo III Amiga
SWIV Amiga
Silkworm
Slam Tilt
Streets of Rage Game Gear
TMNT 2 Amiga
TMNT Amiga
Wolfenstein 3D
Wolfenstein 3D (SC-55)
Xenon 2 Amiga
Zool 2
Zool Amiga

You can download them in the Releases page.

I’m really happy we managed to save those as they are an important part of our history and they took a lot of effort.

This said, I’ve been working on something which, while not strictly related to new releases, is a very important milestone for 16bap and I’ll make an announcement in the following days.

Thanks to all of you for following us so far, and especially to all the community members that came together to pull this massive re-upload off.

See you soon!

Action 52 released by our community!

Click on the picture above to go to the download page

 

Lilmattere surprises us with a huge release, counting 54 tracks spanning among two discs!

It’s Action 52, a collection of several games released in 1993 by FarSight Technologies.

Albeit unlicensed, it didn’t stop our long time contributor from overtaking this huge task!

Thank you so much for your new contribution!

Micro Machines released by our community!

Click on the picture above to go to the download page

 

Quaid is back with another release: Micro Machines!

Taking advantage of our new knowledge about 50Hz games, this is another release which has been completely done from scratch, starting from logging the VGM with blast’em and recording it again at the correct speed!

Thanks Quaid for your second contribution!

Mortal Kombat released by our community!

Click on the picture above to go to the download page

 

A new contributor appears!

Quaid has blessed us with a (much needed) re-rip of one of the most iconic fighting games ever released: Mortal Kombat!

Now correctly ripped at 50Hz with fresh new VGMs recorded with the latest blast’em nightly!

Thank you so much for your contribution, hope to see more of your work in the future!

The Hybrid Front released by our community!

Click on the picture above to go to the download page

 

After quite a while our contributors are back at it and this time it’s Lilmattere bringing us a 24 tracks release: The Hybrid Front!

Thank you so much for your continued efforts and we hope to see more of your contributions coming in the future!

An important update about PAL games on Mega Drive

Throughout our project’s lifespan, people have raised doubts and concerns about using NTSC 60Hz consoles to play back all games, even those that were made in Europe where 50Hz PAL was the standard and, as such, could have been marketed towards their own countries, which ultimately meant that they should have been played at 50Hz (just like JP/US games were meant to be played at 60Hz).

Up until now, 16bap has always made the assumption that, with US/JP being the dominant market making it the most important target for any Mega Drive game released, 60Hz was the standard which developers and composers targeted and developed for.
As a side note, we are still unaware if there are any Mega Drive dev kits made exclusively for the PAL market which run at 50Hz.

Still, this possibility bugged me to the point where I decided to try my luck and reach out to one of the most prolific videogame music composers based in the UK: Matt Furniss.
One more reason for trying to find out whether games developed in Europe should be played back at 50Hz was that due to recent discoveries we have to log all the VGMs again with blast’em, so it would be the perfect moment to try and solve this mystery.

To my surprise and delight, Matt replied to my inquiry and finally the truth I’ve been dreading for all this time was uncovered: all games he composed on Mega Drive were to be played back on a PAL 50Hz system.
I took this chance to hopefully discover whether this was true with all the other European composers and while he said he wasn’t 100% sure, he added that it’s probable that other UK composers used 50Hz to make their tracks on the Mega Drive.
This would make sense and, at this point, it could probably be applied to all other European composers.

It was time to go back to the drawing board and start doing research again. From scratch.
All that we’ve been doing that concerned games developed or composed by European composers has been wrong and 16bap needed a plan.

First and foremost, we needed a list of games which were made in Europe and/or had European composers.
Project2612‘s database came to help as well as SegaRetro and various Wikipedia articles.
After a first draft was finished, I got a lot of help from other very knowledgeable members such as Valleybell and ctr001 who helped me figuring out how certain sound drivers worked and which were most likely meant to be played back at 50Hz (one example is the Krisalis sound driver which, as Valleybell stated, “the sound driver pauses every 6th frame in NTSC mode”).

This took at least a month of everyday work to put together, but in the end I managed with the help of various other contributors of both vgmrips and Project2612 to create a comprehensive wiki entry in the vgmrips wiki about which games should be played at 50Hz.

I would love to say that the list is definitive and 100% accurate, but at this point I can’t make any statements about its accuracy.
The only thing we know for sure is this: if a game was made by Matt Furniss and developed by an European developer, then it must be played on a PAL 50Hz console.

This is where the second and most important part comes in: 16bap needs help in verifying that the games listed in the wiki are indeed to be played at 50Hz.
Right now the list works as follows: if a game was developed by a European developer and its music composed by a European composer, than it is highly likely that the game must be played at 50Hz.
All the other cases (EU dev + non-EU composer or EU composer + non-EU dev) need to be studied and need further research.

And this is pretty much where we’re standing right now: we have a tentative list with only a bunch of games we are certain that need to be played at 50Hz and the rest are pretty much up for debate.

Again, I must stress that any help in verifying the games listed in the vgmrips wiki page I made is more than welcome and we’re in dire need of people to help us logging the VGMs with blast’em.

As for 16bap, I’ll be making amends to our contributor guidelines and I’ll work on a revised version of the Deadfish VGM Player tailored for 50Hz playback.
I’ll make another post when I’ll have finished updating it.

Finally, I’d like to apologize to all people who have been following us for this huge mistake we’ve made.
I’d love to say that this is going to be the last time we mess up, but the reality of things is that even with all the tools at our disposal, there’s still an immense amount of guesswork involved and while we’ll always keep striving to document all our findings and sharing them with the community, we can’t assure that our work is ever going to be 100% accurate, despite our best efforts.

Thank you all so much for sticking with us through the years, it’s been quite a journey, and I’ll be back with a couple more posts in the following weeks, as we have a new updated and improved VGM logging guide in the works which is going to be hosted on the vgmrips wiki to help guide newbies in the process of logging, trimming and looping VGMs properly with blast’em.