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Ghosts 'n Goblins and Night Knight new games


Philsan

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2 hours ago, Synthpopalooza said:

Does anybody have a link to the arcade music for GnG?

Download (~39 MB) for all the music to GnG Arcade has been placed into a single archive - *.mp3 format / 320 kbps bit rate.

 

Spoiler contains the file list.

 

 

01-Credit.mp3
02-Start Demo (5 Parts).mp3
03-The Map.mp3
04-Flatland Part BGM (Stage 1, 2).mp3
05-Theme of Giant (Stage 1, 2 Boss).mp3
06-Stage Clear (1).mp3
07-Stage Clear (2).mp3
08-Cave BGM (Stage 3, 4).mp3
09-Theme of Dragon (Stage 3, 4 Boss).mp3
10-Castle of Satan BGM (Stage 5, 6).mp3
11-Theme of Satan (Stage 5, 6 Boss).mp3
12-Theme of Dark Lord.mp3
13-1st Round Clear.mp3
14-Dark Lord.mp3
15-2nd Round Clear.mp3
16-Congratulations.mp3
17-Player Out.mp3
18-Hurry Up (Time Left 15 seconds).mp3
19-Game Over.mp3
20-Name Regist (1st Place).mp3
21-Name Regist Finished (1st Place).mp3
22-Name Regist (2nd Place and below) (1).mp3
23-Name Regist (2nd Place and below) (2).mp3
24-Name Regist Finished (2nd Place and below).mp3

 

 

The "02-Start Demo" is the only sample where five separate pieces are combined into one *.mp3 with ~two seconds separation between pieces.  All five pieces are very short.

 

There are ~30 sound effects that can be put together in one convenient archive, if wanted too.

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  • 4 weeks later...

@mksmith

 

Actually, cannot wait to see GnG around for the 7800.

Its the sort of port this console really needs.

So, hope this little input will not be taken on any sort of ‘negative’ input.

 

Remembering that I did some hobby-homebrew grfx for the Amiga 500 back in the early 90ies, and playing the A500 version of GnG, as well as C64 and later NES and Arcade ports, I wonder if the background palette may improve a bit if given more bright or ‘intense’ (warm-hue) greens ‘n browns.

 

Sprites look gorgeous.

 

All good, and whatever the outcome, this is looks like awesome stuff!

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On 1/16/2022 at 11:19 PM, Synthpopalooza said:

Never mind, found it.  I managed to get a .mid file for one of the themes.  Any ideas how to get it into deflemask?

 

There's some program. Not tested it, though...

 

https://drive.google.com/open?id=18VsS6PYU9oXRLbWpH-HZc-PssisPpg8j

Edited by miker
typo
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On 2/12/2022 at 12:37 PM, Giles N said:

@mksmith

 

Actually, cannot wait to see GnG around for the 7800.

Its the sort of port this console really needs.

So, hope this little input will not be taken on any sort of ‘negative’ input.

 

Remembering that I did some hobby-homebrew grfx for the Amiga 500 back in the early 90ies, and playing the A500 version of GnG, as well as C64 and later NES and Arcade ports, I wonder if the background palette may improve a bit if given more bright or ‘intense’ (warm-hue) greens ‘n browns.

 

Sprites look gorgeous.

 

All good, and whatever the outcome, this is looks like awesome stuff!

All good - always happy to receive any feedback!

 

The backgrounds are one color too many ATM - I haven't converted them from the c64.  Because of this it's a bit of a mish mash so I choose to darken them a little so the sprites stood out better. I was sort of going for the dark creepy cementary look.

 

All the gfx came out of the 2015 GnG Arcade upgrade version so there was some nice enhancements.

 

I do want to get back to it - the emitter engine I built turned out pretty flexible but is still missing a couple of things.  Also getting so many sprite on the screen will need a slight rethink as I was right on the limits of slowdown.

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1 hour ago, mksmith said:

All good - always happy to receive any feedback!

 

The backgrounds are one color too many ATM - I haven't converted them from the c64.  Because of this it's a bit of a mish mash so I choose to darken them a little so the sprites stood out better. I was sort of going for the dark creepy cementary look.

 

All the gfx came out of the 2015 GnG Arcade upgrade version so there was some nice enhancements.

 

I do want to get back to it - the emitter engine I built turned out pretty flexible but is still missing a couple of things.  Also getting so many sprite on the screen will need a slight rethink as I was right on the limits of slowdown.

Hmm, get it.

 

I’m not the guy to comment on sprites.

 

You report:

«this it's a bit of a mish mash so I choose to darken them a little so the sprites stood out better. I was sort of going for the dark creepy cementary look.»

 

- - -

Ok, dark cemetary look - good.

 

But could it - without compromising sprites, still be more ‘green is really green», «brown is really browm» (<— as to brightness/hue…?)


Guess ‘lush’ is core here.

 

- - - 

 

I’m not aquainted with 7800 color-capabilities here, - just want to look and comment.

 

It’s already up-there as to super-cool 7800 ports…

 

«no doubt about it»

 

But more like Arcade = even more super-cool port…

 

Dunno whats really possible as to dealing with 7800 hardware.

 

Generally; looks very good so far.

 

Would just like to see more bright greens and browns on backdrops …

 

… if… 

 

… technically possible….

 

- - - 

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Hi Matt,

 

thank you for this Project, I like this game very much. But I have to play it always on this ugly breadbox...

It took me many attempts, but finally I was able to beat the game and get the princess.

 

The music is a highlight in this game. Hope you are able to get a similiar result with the Pokey or the Yamaha soundchip (e.g. for Dragonfly owners)

 

If you need testing on real Hardware (NTSC/PAL), please drop me a line...

 

Best regards, Tigerduck

Edited by Tigerduck
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On 1/16/2022 at 7:19 PM, Trebor said:

Download (~39 MB) for all the music to GnG Arcade has been placed into a single archive - *.mp3 format / 320 kbps bit rate.

 

Spoiler contains the file list.

 

  Hide contents

01-Credit.mp3
02-Start Demo (5 Parts).mp3
03-The Map.mp3
04-Flatland Part BGM (Stage 1, 2).mp3
05-Theme of Giant (Stage 1, 2 Boss).mp3
06-Stage Clear (1).mp3
07-Stage Clear (2).mp3
08-Cave BGM (Stage 3, 4).mp3
09-Theme of Dragon (Stage 3, 4 Boss).mp3
10-Castle of Satan BGM (Stage 5, 6).mp3
11-Theme of Satan (Stage 5, 6 Boss).mp3
12-Theme of Dark Lord.mp3
13-1st Round Clear.mp3
14-Dark Lord.mp3
15-2nd Round Clear.mp3
16-Congratulations.mp3
17-Player Out.mp3
18-Hurry Up (Time Left 15 seconds).mp3
19-Game Over.mp3
20-Name Regist (1st Place).mp3
21-Name Regist Finished (1st Place).mp3
22-Name Regist (2nd Place and below) (1).mp3
23-Name Regist (2nd Place and below) (2).mp3
24-Name Regist Finished (2nd Place and below).mp3

 

 

The "02-Start Demo" is the only sample where five separate pieces are combined into one *.mp3 with ~two seconds separation between pieces.  All five pieces are very short.

 

There are ~30 sound effects that can be put together in one convenient archive, if wanted too.

Went to that site.  File is not only not there, it triggered a bunch of malware warnings on my Norton.  ?

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7 hours ago, Synthpopalooza said:

Went to that site.  File is not only not there, it triggered a bunch of malware warnings on my Norton.  ?

Looks like it was taken down since the January 16 posting.

 

image.thumb.png.122a70a9cb663e882ea3b33fd9bb64c9.png

 

Zippyshare is a legit site, mentioned by a few places. The maleware warnings could be due to any banners or pop-ups that may be present, as it is free (temporary) file hosting.  I have an ad/pop-up blocking plug-in installed under Chrome and experience no issue.

 

Here's another link, hosted under MediaFire instead: https://www.mediafire.com/file/2deu6vttsoipn0y/GNGAudio.zip/file

 

 

 


image.thumb.png.0df7307b36a41c1948fa810259047896.png
 

 

 

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On 2/16/2022 at 8:42 PM, Synthpopalooza said:

OK, this is a rough try.  All of the channels use only one instrument.

 

RevEng:  Any chance this can be converted to a 7800 executable?  It's only using 6 channels out of the 8

I just saw this. Maybe it's no longer needed, but I gave it a shot and it didn't convert correctly. I'm guessing it's not using the convention of patch #1 for channel #1, patch #2 for channel #2, etc.

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3 hours ago, RevEng said:

I just saw this. Maybe it's no longer needed, but I gave it a shot and it didn't convert correctly. I'm guessing it's not using the convention of patch #1 for channel #1, patch #2 for channel #2, etc.

thanks.  I will try retooling it myself.  Also found the vgms.  If I can work up a means of putting VGM into MIDI I think we got a good workaround.

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@mksmith

 

Could it be, - if possible -, given possible slowdowns due to too many onscreen-sprites in action, to have

a) one of the 7800 difficulty switches turn on/off throwing 2/3 weapons at a time (2x lance, 2 or 3 daggers, 2 torches/axes snd then shields etc).

 

If sprite-capacity would be somewhat limited; perhaps - when this harware-button is switched on, have enemy-pop-ups increase by 25-40%.
 

ok… ideas, ideas…

 

All good…

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On 2/18/2022 at 5:48 PM, Eagle said:

You need lots of rom - vgm format

or cpu - huffmunch compressor 

Also recently I’m using hybrid player. 
Below 64 bytes per frame data are compressed, above 64 bytes raw data. 

So probably best bet is VGM - MIDI - DFM then optimise it for RevEng's XMYM.  I will attempt one tomorrow.  If this works, we have a reliable way of converting arcade music to 7800 YM2151

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