Thelen Posted August 25, 2022 Author Share Posted August 25, 2022 3 hours ago, miker said: Meanwhile, try @Kjmann's version. Yes, also a very nice version - if that's no problem for @Kjmann and it's available of course 🙂 Now I'm a bit curious, @Kjmann's version is done in 2008, and your's(miker) could be reserved- are there, or were there already plans for another 'Castlevania' clone? (i've seen a youtube a test version for the native Atari 8 bit line) And I'm also very curious about how the track will sound with added percussion @Synthpopalooza on the double Pokey (and I don't mean that you have to rush- please take your time! 🙂 ) 1 Quote Link to comment Share on other sites More sharing options...
miker Posted August 25, 2022 Share Posted August 25, 2022 (edited) 42 minutes ago, Thelen said: Now I'm a bit curious, @Kjmann's version is done in 2008, and your's(miker) could be reserved- are there, or were there already plans for another 'Castlevania' clone? (i've seen a youtube a test version for the native Atari 8 bit line) TBH there are plans (rather future ones but still). So sorry for giving you appetite. And if you are talking about this one: no, definitely no! Edited August 25, 2022 by miker typo Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted August 25, 2022 Share Posted August 25, 2022 (edited) 1 hour ago, Thelen said: And I'm also very curious about how the track will sound with added percussion @Synthpopalooza on the double Pokey (and I don't mean that you have to rush- please take your time! 🙂 ) I actually thought about doing a second version after I finish this one ... on the second version, I want to get into the more exotic settings. In particular, this distortion 2 hi-pass guitar which will make it sound like a Yamaha chip ... with double POKEY we can do a double harmony with it ... should be fun. EDIT: A couple of examples of this sound, used in actual projects ... https://m.facebook.com/watch/?v=1398890010504502&_rdr (area 1 theme) In the exo music ... there are two distinct timbres available with the 2 distortion guitar, and I can put in some echo fx too exo-area1.xex abbayes-chase.xex Edited August 25, 2022 by Synthpopalooza 1 Quote Link to comment Share on other sites More sharing options...
Thelen Posted August 26, 2022 Author Share Posted August 26, 2022 17 hours ago, miker said: TBH there are plans (rather future ones but still). So sorry for giving you appetite. haha 🙂 Glad to hear there are future plans, People asked if could do a non-vbxe version - and I was thinking about it as a nice challenge, but a vbxe version isn't easily 'just' conversed to a native version 🙂 Quote Link to comment Share on other sites More sharing options...
Thelen Posted August 26, 2022 Author Share Posted August 26, 2022 16 hours ago, Synthpopalooza said: I actually thought about doing a second version after I finish this one ... on the second version, I want to get into the more exotic settings. In particular, this distortion 2 hi-pass guitar which will make it sound like a Yamaha chip ... with double POKEY we can do a double harmony with it ... should be fun. Yes, very cool! 16 hours ago, Synthpopalooza said: In the exo music ... there are two distinct timbres available with the 2 distortion guitar, and I can put in some echo fx too exo-area1.xex 3.75 kB · 2 downloads abbayes-chase.xex 1.85 kB · 4 downloads Very nice - Mysterious, and creepy (abbayes)! Quote Link to comment Share on other sites More sharing options...
Kjmann Posted August 27, 2022 Share Posted August 27, 2022 6 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted August 27, 2022 Share Posted August 27, 2022 14 hours ago, Thelen said: haha 🙂 Glad to hear there are future plans, People asked if could do a non-vbxe version - and I was thinking about it as a nice challenge, but a vbxe version isn't easily 'just' conversed to a native version 🙂 I for one am in favour of more projects like this that involve graphics upgrades like the VBXE and the Sophia 2. Besides, what you've done looks absolutely terrific. 1 Quote Link to comment Share on other sites More sharing options...
Thelen Posted August 27, 2022 Author Share Posted August 27, 2022 14 hours ago, Synthpopalooza said: Besides, what you've done looks absolutely terrific. Thanks!! Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted September 1, 2022 Share Posted September 1, 2022 (edited) OK, the level 1 theme, NES style, is complete. As before, play in double POKEY, mono mixdown. All but the last POKEY channel on POKEY 2 (reserved for game sfx) are used. Settings map: POKEY1: AUDCTL=$78 00 and 01 - $Ax bass 16-bit 02 and 03 - $Cx 16-bit lead sound POKEY2: 00 and 01 - $Cx 16-bit harmony 02: $8x percussion 03: free for game sfx --- Next step: I will do a revised theme using more advanced POKEY settings. Something like: POKEY1: AUDCTL=$65 (Hi pass 0 and 2, clock 0 and 2 at 1.79 mhz, base clock 15 khz) 00 and 02: $2x hi-pass guitar 01: $Cx bass @15khz, stable 03: free for low pitched game sfx POKEY2: AUDCTL=$64 (Hi pass 0 and 2, clock 0 and 2 at 1.79 mhz, base clock standard 64 khz) 00 and 02: $2x hi-pass guitar, harmony 01: $8x percussion 03: free for normal pitched game sfx We shall see ... the bass will be much lower than the NES version for sure. When using 15 khz, C distortion bass is always the smooth bass, and remains stable regardless of polycounters. cv-area1.asm cv-area1.obx cv-area1.s Edited September 1, 2022 by Synthpopalooza 6 Quote Link to comment Share on other sites More sharing options...
Thelen Posted September 1, 2022 Author Share Posted September 1, 2022 17 hours ago, Synthpopalooza said: OK, the level 1 theme, NES style, is complete. Great work! Thank you very much!!! I'm hearing this song all the time in my head.... 🙂 Quote Link to comment Share on other sites More sharing options...
tebe Posted September 3, 2022 Share Posted September 3, 2022 3 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted September 3, 2022 Share Posted September 3, 2022 3 hours ago, tebe said: Great what an Intelli can pull off… 🙂 Quote Link to comment Share on other sites More sharing options...
+ZeroPage Homebrew Posted October 31, 2022 Share Posted October 31, 2022 ZeroPage Homebrew is playing an Exclusive WIP Update of CastleVania/AtariVania as part of its Halloween Homebrew Special on tomorrow's stream LIVE on Twitch, hope you can join us! Mon Oct 31, 2022 | LIVE @ 7PM PT | 10PM ET | 2AM GMT+1Day (NOTE SPECIAL DAY & TIME) WATCH LIVE: https://www.twitch.tv/zeropagehomebrew/WATCH LATER: https://youtube.com/zeropagehomebrew/ Games: Hobgoblin 2 (2020 WIP | A8) by Krzysztof Dudek @xxl / Adam Wachowski @+Adam+ (In Game Graphics & Level Design) / Jarek "Odyn1ec" Wyszyński (Title & Ending Screen, Logo, Loading Animation) / XLent, Michał "Caruso" Brzezicki, Michał "stRing" Radecki @michomis (Music) Abu Simbel Profanation (2022 A8) by Felipe De Toro @Felipe de Toro Cemetery Chase (2015 | A8) by Yoda Zhang Nightshade (2009 | A8) by Krzysztof Dudek @xxl / Michal Szpilowski @miker / Christian Krüger @Irgendwer Castlevania (2022 Exclusive WIP Update | A8) by Lennart Bown @Thelen (Graphics & Code) / Bobby Clark @Synthpopalooza (Music) (WATCH AT 1080P60 FOR BEST QUALITY) 2 1 Quote Link to comment Share on other sites More sharing options...
Thelen Posted December 14, 2022 Author Share Posted December 14, 2022 A little update about the Castlevania VBXE project in the dark the december days; -Added Synthpopalooza's great new composed Castlevania song (For dual pokey 8 channel sound) -Added new graphics to the project, and stage 0-1 + a part of stage 1-1 -Simon can walk the stairs; you can take the stairs if you're in front of stairs by holding the desired direction and press the stick up or down. In front of a stair the stick up or down doesn't jump or duck - it lets you take the stairs -Simon has gravity and walks really in the level etc. -updated a lot of routines (to load data directly to vbxe from disk and routines to check for collisions/tiles etc) -added VBXE detection (thanks to Candle his scroller example and others) Of course it's still unpolished and still a WIP 🙂 CastlevaniaVBXE.atr 8 4 Quote Link to comment Share on other sites More sharing options...
Saberman Posted December 14, 2022 Share Posted December 14, 2022 And here is gameplay of the latest version: 8 2 Quote Link to comment Share on other sites More sharing options...
ALEXANDER Posted December 14, 2022 Share Posted December 14, 2022 5 hours ago, Thelen said: A little update about the Castlevania VBXE project in the dark the december days; -Added Synthpopalooza's great new composed Castlevania song (For dual pokey 8 channel sound) -Added new graphics to the project, and stage 0-1 + a part of stage 1-1 -Simon can walk the stairs; you can take the stairs if you're in front of stairs by holding the desired direction and press the stick up or down. In front of a stair the stick up or down doesn't jump or duck - it lets you take the stairs -Simon has gravity and walks really in the level etc. -updated a lot of routines (to load data directly to vbxe from disk and routines to check for collisions/tiles etc) -added VBXE detection (thanks to Candle his scroller example and others) Of course it's still unpolished and still a WIP 🙂 CastlevaniaVBXE.atr 179.64 kB · 42 downloads Awesome advance ! 1 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted December 15, 2022 Share Posted December 15, 2022 17 hours ago, Thelen said: A little update about the Castlevania VBXE project in the dark the december days; -Added Synthpopalooza's great new composed Castlevania song (For dual pokey 8 channel sound) -Added new graphics to the project, and stage 0-1 + a part of stage 1-1 -Simon can walk the stairs; you can take the stairs if you're in front of stairs by holding the desired direction and press the stick up or down. In front of a stair the stick up or down doesn't jump or duck - it lets you take the stairs -Simon has gravity and walks really in the level etc. -updated a lot of routines (to load data directly to vbxe from disk and routines to check for collisions/tiles etc) -added VBXE detection (thanks to Candle his scroller example and others) Of course it's still unpolished and still a WIP 🙂 CastlevaniaVBXE.atr 179.64 kB · 72 downloads Mare you using NES code as basis? Or do you code it from scratch? or wasn’t there a c64 version? Quote Link to comment Share on other sites More sharing options...
Thelen Posted December 15, 2022 Author Share Posted December 15, 2022 1 hour ago, Heaven/TQA said: Mare you using NES code as basis? Or do you code it from scratch? I'm programming it from scratch..A nice exercise after a 10jr 6502 break. 1 hour ago, Heaven/TQA said: or wasn’t there a c64 version? Yes indeed there is! 1 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted December 15, 2022 Share Posted December 15, 2022 @Thelen Great work so far. I am wondering (and excuse my terminology), but will the basic codebase of what you are coding translate to a stock non VBXE code that could potentially "hypothetically" be used? I am just wondering how a non VBXE version, (128K), might work - hypothetically of course. It's great there is some interest in coding some new stuff for VBXE. I saw some Silly Venture Winter edition VBXE demos which look great and of course there is Shanti's work on Gacek and Commando too. Quote Link to comment Share on other sites More sharing options...
Thelen Posted December 15, 2022 Author Share Posted December 15, 2022 47 minutes ago, Beeblebrox said: Great work so far. I am wondering (and excuse my terminology), but will the basic codebase of what you are coding translate to a stock non VBXE code that could potentially "hypothetically" be used? Thank you! I have thought about that too, and I think that it can be done - The basics of the game will operate for about thesame. To change all the gfx drawing stuff will take some(lot) work and adaption. I've also got some request why not to do this game for a 'standard' A8 - and that's a good question off course- and did doubt me to stop the VBXE version and adapt and continue it for the standard A8 system. Probably at this moment it will be quicker to use the c64 or Nes code and convert it, like Shanti's great work on c64's Commando for the VBXE A8. Offcourse if I'm using my code it will be easier because I know how everythings works and did for the first time a lot of commenting (because I now that over 10 years I don't understand my own code anymore 🙂 ) P.s... I heard some rumours about there were people working on a native A8 version (earlier in this thread) 2 Quote Link to comment Share on other sites More sharing options...
tebe Posted December 16, 2022 Share Posted December 16, 2022 1 2 Quote Link to comment Share on other sites More sharing options...
Synthpopalooza Posted December 18, 2022 Share Posted December 18, 2022 On 12/14/2022 at 11:35 AM, Thelen said: A little update about the Castlevania VBXE project in the dark the december days; -Added Synthpopalooza's great new composed Castlevania song (For dual pokey 8 channel sound) -Added new graphics to the project, and stage 0-1 + a part of stage 1-1 -Simon can walk the stairs; you can take the stairs if you're in front of stairs by holding the desired direction and press the stick up or down. In front of a stair the stick up or down doesn't jump or duck - it lets you take the stairs -Simon has gravity and walks really in the level etc. -updated a lot of routines (to load data directly to vbxe from disk and routines to check for collisions/tiles etc) -added VBXE detection (thanks to Candle his scroller example and others) Of course it's still unpolished and still a WIP 🙂 CastlevaniaVBXE.atr 179.64 kB · 119 downloads Technically 7 channel. I left one channel free for game sfx. 1 Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted December 18, 2022 Share Posted December 18, 2022 Wow, this is looking nice and faithful.. 1 Quote Link to comment Share on other sites More sharing options...
Thelen Posted November 27, 2023 Author Share Posted November 27, 2023 It's almost a year ago since my latest update, It's been a busy year... But I haven't abandoned the project 🙂 I've updated the graphics to make more use of the VBXE capabiities -and use the Sharp X68000 version as inspirer, here's some footage of the latest demo. Well, still enough work to do 🙂 16 2 Quote Link to comment Share on other sites More sharing options...
Xuel Posted November 27, 2023 Share Posted November 27, 2023 Looking great! Looks like you're using ANTIC graphics for the background and VBXE for the foreground? I suppose that's faster than blitting both background and foreground using the VBXE and disabling ANTIC? Would that be true even if you used X-scaling in the blit to get the same pixel size as ANTIC mode E? 1 Quote Link to comment Share on other sites More sharing options...
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