Heaven/TQA Posted November 25, 2008 Author Share Posted November 25, 2008 and can someone upload or post a link for the patched 1.25? Quote Link to comment Share on other sites More sharing options...
analmux Posted November 25, 2008 Share Posted November 25, 2008 never expected people were interested in the patch (besides emkay) Quote Link to comment Share on other sites More sharing options...
miker Posted November 25, 2008 Share Posted November 25, 2008 OK, Heaven - check the PM. Quote Link to comment Share on other sites More sharing options...
miker Posted November 25, 2008 Share Posted November 25, 2008 @Analogue Multiplexer: Really good work with it! Quote Link to comment Share on other sites More sharing options...
emkay Posted November 25, 2008 Share Posted November 25, 2008 Not Bad! High sound and base is the best RMT can give But, I guess the double speed is not really necessary. The 3rd voice really could take benefit by using the generators c and e. Building a vibrato with pokey frequencies gives a restricted effect. You know, the generators C and E are at the same note but slightly different pitched. using them, instead of simple frequency arpeggio gives a finer variation. When using the C or E generator they have to be an octave lower. The rest is volume adjustment... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted November 30, 2008 Author Share Posted November 30, 2008 Miker, do you know the sid version? check out Chambers of Shaolin: http://www.internut.it/c64.shtml Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted November 30, 2008 Author Share Posted November 30, 2008 ok... small test but I am missing the background and the raindrops.. Quote Link to comment Share on other sites More sharing options...
Tezz Posted November 30, 2008 Share Posted November 30, 2008 (edited) Nice one Heaven A new intro conversion on the way? Edited November 30, 2008 by Tezz Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted November 30, 2008 Author Share Posted November 30, 2008 Tezz... who knows... Quote Link to comment Share on other sites More sharing options...
emkay Posted December 1, 2008 Share Posted December 1, 2008 ok... small test but I am missing the background and the raindrops.. My fingers are burning to do such image in gr. 10 with a PM-shape up. Or trying it in gr. 9 overlayed with PMs...with bigger raindrops falling in the background, it might look marvellous... Imagine, the gr.9 mode with the correct hue. then doing the white lineup with the shining through missiles in b/W . The name itself can be build with multiplexed players. 256 colours on their way and the name is at the resolution of 160x200 ... If G2F only was supporting it But the VBXE is working Quote Link to comment Share on other sites More sharing options...
emkay Posted December 1, 2008 Share Posted December 1, 2008 Only a mockup. G2F says it cannot import the picture, but the attributes was correct. At the resolution of 84*240 it could look similar. You only have to imagine overlayed Players for the Name and the background in the hue of the sign ... Quote Link to comment Share on other sites More sharing options...
Chrodegang Posted December 1, 2008 Share Posted December 1, 2008 Only a mockup. Looks a bit blurred... Quote Link to comment Share on other sites More sharing options...
pseudografx Posted December 1, 2008 Share Posted December 1, 2008 Only a mockup. G2F says it cannot import the picture, but the attributes was correct. At the resolution of 84*240 it could look similar. You only have to imagine overlayed Players for the Name and the background in the hue of the sign ... Why not do the middle part with text in 160 pixel resolution? that would make the letters sharper. Quote Link to comment Share on other sites More sharing options...
emkay Posted December 1, 2008 Share Posted December 1, 2008 Why not do the middle part with text in 160 pixel resolution? that would make the letters sharper. That's an option, ofcourse. It would save the PMG for the falling waterdrops. The Letters also would be sharper with the overlyed PM. Quote Link to comment Share on other sites More sharing options...
emkay Posted December 4, 2008 Share Posted December 4, 2008 never expected people were interested in the patch (besides emkay) Hey Mux I have an idea for some further optimizing the RMT with Hardsysnth! Since the 16 Bit is all but correct used in RMT and it cannot be used together with filters, is it possible to change the command "6" for switching 1.79Mhz on and off and using the correction for gen "2" as with command "4" ?. And to put command "4" back to the old function, because generator 4 sometimes is a nice percussion sound Actually, the whole 16bit stuff could be removed for saving resources... Would be rrrrrrrrreeeeeeeeeeaaaaaaaaaalllllllllllllllyyyyyyyyyyyy nice Quote Link to comment Share on other sites More sharing options...
emkay Posted December 14, 2008 Share Posted December 14, 2008 6 channels wtf 6chn.zip Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 14, 2008 Author Share Posted December 14, 2008 kicks the YM version... in the back... love the sounds.... Quote Link to comment Share on other sites More sharing options...
emkay Posted December 14, 2008 Share Posted December 14, 2008 And here is the first picture right from the emulation. Hopefully, Tebe is completing the support of GTIA in the future This time a switch to gr. 15 is done. But I hope it will be possible to overlay the PMg as needed Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 14, 2008 Author Share Posted December 14, 2008 And here is the first picture right from the emulation. Hopefully, Tebe is completing the support of GTIA in the future This time a switch to gr. 15 is done. But I hope it will be possible to overlay the PMg as needed try not using PMs... or at least players... Quote Link to comment Share on other sites More sharing options...
emkay Posted December 15, 2008 Share Posted December 15, 2008 (edited) And here is the first picture right from the emulation. Hopefully, Tebe is completing the support of GTIA in the future This time a switch to gr. 15 is done. But I hope it will be possible to overlay the PMg as needed try not using PMs... or at least players... Is it useful anyhow? One problem in G2F is that you only can change the GTIA modes in 8 lines width. If it is correctable, I could go further witht the name... Edited December 15, 2008 by emkay Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 16, 2008 Author Share Posted December 16, 2008 And here is the first picture right from the emulation. Hopefully, Tebe is completing the support of GTIA in the future This time a switch to gr. 15 is done. But I hope it will be possible to overlay the PMg as needed try not using PMs... or at least players... Is it useful anyhow? One problem in G2F is that you only can change the GTIA modes in 8 lines width. If it is correctable, I could go further witht the name... I think the switch are bound to the char lines as when loaded into G2F they are converted into antic 4. But should be not a major issue to correct that manually in the source code. Quote Link to comment Share on other sites More sharing options...
Rybags Posted December 17, 2008 Share Posted December 17, 2008 The text part looks out of character with the rest of it. I reckon it'd look better with thicker lines, or the bas-relief effect. Quote Link to comment Share on other sites More sharing options...
pps Posted December 17, 2008 Share Posted December 17, 2008 This time a switch to gr. 15 is done. But I hope it will be possible to overlay the PMg as neededtry not using PMs... or at least players... There will be raindrops if I´m correct Quote Link to comment Share on other sites More sharing options...
emkay Posted December 18, 2008 Share Posted December 18, 2008 No PMG is used. Just some colour integration... Quote Link to comment Share on other sites More sharing options...
Kaz atarionline.pl Posted December 18, 2008 Share Posted December 18, 2008 No PMG is used. Just some colour integration... Keep going Mario and push things beyond the horizont! Quote Link to comment Share on other sites More sharing options...
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