Synthpopalooza Posted February 22, 2022 Share Posted February 22, 2022 Also, the example I posted earlier was using the Sega Genesis sound chip, but you would then load it into DefleMask, then save it as a YM2151 module with all the conventions necessary for XMYM 1 Quote Link to comment Share on other sites More sharing options...
Giles N Posted February 22, 2022 Share Posted February 22, 2022 @mksmith I looked at a C64 GnG 2015 playthrough… it had all the levels of the arcade, - not just 4. It seemed to mimic the arcade very tightly. Are you planning on getting all levels, weapons, scenes into your 7800-port…? (if that would be possible; totally awesome…) - - - What I meant by my previous post was simply; if making it possible for Arthur to throw 2 weapons at a time, - and that would cause possible slowdowns; then perhaps, as enemies are taken out , have new ones appear more quickly. Lets say there could be 2 or 3 zombies on-screen, and Arthur throwing 2 weapons in a row; as soon as one zombie is destroyed, another immediatly pops out of the ground. Something like thst. Anyway; good luck with all this!! 1 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted February 22, 2022 Share Posted February 22, 2022 @Giles N thanks mate lots of good suggestions there! Yeah the 2015 rework is amazing - hopefully that gives me something to work towards - If I can get anywhere near that that would be incredible but it's going to take quite some time. Scrolling is not easy on the 7800 so will need to work through some options to improve that. 2 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 22, 2022 Share Posted February 22, 2022 One other note: The arcade music uses 6 out of the 8 channels. Presumably the last two left for game sfx. So we have two options: Use the last two for sfx, or use POKEY/TIA for sfx and I add percussion/kick drum on last two channels Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 22, 2022 Share Posted February 22, 2022 (edited) So I have this. It's in .vgz format. Can someone run a GUNZIP on this and make these .vgm? Then from there I think I can take it the rest of the way. Ghosts'N_Goblins_(Ghosts'N_Goblins).zip Edited February 22, 2022 by Synthpopalooza Quote Link to comment Share on other sites More sharing options...
+Pat Brady Posted February 22, 2022 Share Posted February 22, 2022 Is this what you need? Ghosts'N_Goblins_(Ghosts'N_Goblins).zip 1 Quote Link to comment Share on other sites More sharing options...
OldStyle Posted February 22, 2022 Share Posted February 22, 2022 2 hours ago, mksmith said: @Giles N thanks mate lots of good suggestions there! Yeah the 2015 rework is amazing - hopefully that gives me something to work towards - If I can get anywhere near that that would be incredible but it's going to take quite some time. Scrolling is not easy on the 7800 so will need to work through some options to improve that. Hey Matt, what you have so far looks fantastic! No doubt it's going to take time.. you'll have to contend with scrolling in all directions right? 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 23, 2022 Share Posted February 23, 2022 OK ... is there any means of extracting .opm instruments from a. vgm file? Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 23, 2022 Share Posted February 23, 2022 (edited) This is what I ended up with ... I've got copies of all the instruments. I think the conversion program just places the notes without regard for instrument or track, so it doesn't sound exactly like the arcade. But maybe with the instruments from the original vgm added we may have success. RevEng: Can you convert this for me? 04 Ground BGM (1, 2 Stage).dmf Edited February 23, 2022 by Synthpopalooza Quote Link to comment Share on other sites More sharing options...
RevEng Posted February 23, 2022 Share Posted February 23, 2022 Here's the conversion... xmymplay.bas.a78 js7800 link 2 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 23, 2022 Share Posted February 23, 2022 I am working up my own original in .dmf ... converting from vgm is I think unfeasable. But maybe this can be a placeholder for matt in the meantime. 3 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 23, 2022 Share Posted February 23, 2022 (edited) OK, my own version, coded from scratch. RevEng can you convert this? Ground BGM (1, 2 Stage).dmf Edited February 23, 2022 by Synthpopalooza uploaded wrong version before 1 Quote Link to comment Share on other sites More sharing options...
+mksmith Posted February 23, 2022 Share Posted February 23, 2022 11 hours ago, OldStyle said: Hey Matt, what you have so far looks fantastic! No doubt it's going to take time.. you'll have to contend with scrolling in all directions right? Yeah a few of the levels go up/down as well! Need to speed some time having a play! 1 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 24, 2022 Share Posted February 24, 2022 OK, something seems wrong ... when I convert my .dmf, the playback speed is all out of whack. xmymplay.bas.a78 Ground BGM (1, 2 Stage).dmf Quote Link to comment Share on other sites More sharing options...
RevEng Posted February 24, 2022 Share Posted February 24, 2022 I think there might be a bug with pulling in the different ticks on the even and odd beats. I just edited the song assembly and adjusted the beat values by ear. (they're up front in the file, and documented with comments) I think it's now the right tempo, or at least close. xmymplay.bas.a78 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted February 25, 2022 Share Posted February 25, 2022 (edited) The only problem now is, the song shuts off early. Otherwise, that seems to have got it EDIT: It doesn't seem to play the last block Edited February 25, 2022 by Synthpopalooza Quote Link to comment Share on other sites More sharing options...
RevEng Posted February 25, 2022 Share Posted February 25, 2022 No doubt another bug. When Curt passed I pretty much packed the project away, since there were a few successful tests, and we had little chance of XM happening. It's likely some edge-case bugs exist. Maybe try padding the dmf with an empty block, as a work-around for now. I have my hands full with other code at the moment, and until we get YM living in real hardware outside of DF, there's a long list of to-do's that are less niche. 1 1 Quote Link to comment Share on other sites More sharing options...
Giles N Posted February 27, 2022 Share Posted February 27, 2022 One orginiao game I come to think which uses 8-way scrolling, even though not as sideway platformer is Dark Chambers… Perhaps, if the source-code there is available, some things can be gleaned from it…? 1 Quote Link to comment Share on other sites More sharing options...
Giles N Posted March 2, 2022 Share Posted March 2, 2022 We do at least have the source-codes for Conmando (vertical scrollling), and Desert Falcon (Diagonal scrolling). How much can be gleaned from such things, and how many hours it will take just to read the code and interpret it is of course another question… https://www.digitpress.com/library/techdocs/#7800 1 Quote Link to comment Share on other sites More sharing options...
Giles N Posted March 12, 2022 Share Posted March 12, 2022 (edited) I’m no programmer, but perhaps general lessons, or concepts can be learned/gleaned from the following link: https://www.playermissile.com/scrolling_tutorial/index.html Edited March 12, 2022 by Giles N 1 1 Quote Link to comment Share on other sites More sharing options...
Giles N Posted March 12, 2022 Share Posted March 12, 2022 I think it is under heading 6.1. Again, as to compatibility and/or similarity of systems and code, I’m not the one discern… Quote Link to comment Share on other sites More sharing options...
thomas3120 Posted March 13, 2022 Share Posted March 13, 2022 On 12/4/2021 at 6:06 AM, Philsan said: Thanks to ZeroPage Homebrew interview, Matt Smith @mksmith revealed that he's working on a conversion from C64 to Atari 7800 of Ghost's 'n Goblins (2015 version). Latest wip file (it is even possible to test it online) Awesome! Matt is working on the conversion of Night Knight from MSX too! Thank you very much! Awesome! 4 Quote Link to comment Share on other sites More sharing options...
+playsoft Posted March 18, 2022 Share Posted March 18, 2022 There is an interesting interview here, particularly the comments from Ayako Mori (the musician on Ghosts 'n Goblins): https://shmuplations.com/gamemusic1986/ 1 Quote Link to comment Share on other sites More sharing options...
Gunther Posted March 26, 2022 Share Posted March 26, 2022 (edited) This is not a criticism of Ghosts And Goblins, but I think that the colours' could be improved to more closely resemble the arcade game. The grass and leaves could be brighter, and the browns less dull with lighter shades being used. This could also be done for the sprites too. It's still excellent work though and I hope it'll continue. It would be cool if the H.U.D was the same as the arcade too. Edited March 26, 2022 by Gunther 3 Quote Link to comment Share on other sites More sharing options...
Giles N Posted March 29, 2022 Share Posted March 29, 2022 I think we need the 7800-grfx-people to come some palette-input here. I also think the greens should be more ‘brightly green’, and browns more, uhm, well, brownish (point here is not to dark or dull, but very mid-temperate, mid-brown…)… Perhaps … water can be reduced to mostly ‘foam’ untill palette is changed from level 1 to 2, etc…? Quote Link to comment Share on other sites More sharing options...
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