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Old 01 September 2023, 10:19   #141
Tsak
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Originally Posted by Bren McGuire View Post
i think it sounds out of tune because the chords have no depth to them or something like they are mising notes also the tunes are much slower use this as reference for level one
[ Show youtube player ]
The current track is slower indeed and it does misses some chord elements. Also the instruments sound more muddy and in regards to notation I do hear some stuff that could be further corrected. However I do not hear any major issues with tunning per se. In any case I plan to visit the track at some point and see if I can do any corrections.

Despite the above, I still think Simone has done a pretty decent job. There is a good foundation there already to take this track even closer to the arcade. Though I sense many don't actually like the original arcade tune that much.
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Old 01 September 2023, 14:48   #142
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Am not aiming to accurate recreation, is simply impossible with three channels only and a max of 80k per songs (no, Magnus is not going to use the remix routine, i asked him in the past) and so i used a tenth chord C-E-G-A-C to save space and have a "feel" of the chords rather than the real chords.

At the end the purpose was to have a "feel" of playing the arcade without all the accuracy of an arcade port, a similar approach to 8 bit ports. Arkanoid and Ghosts'n'Goblins were not accurate to the sound but are killer ports in example.

Last edited by saimon69; 01 September 2023 at 15:28.
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Old 02 September 2023, 05:59   #143
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And, by the way, when i do the soundtrack, i assume already that the sound effects are in place, because a proper arcade feeling is given by music plus sound effects; the proper effects are not in place yet though
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Old 02 September 2023, 22:52   #144
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Quote:
Originally Posted by Tsak View Post
There are quite many enemies on screen, a ton of projectiles, two independent tileset layers sandwiched in-between (see all those tanks moving under the trees and buildings f.e.?), plus it is an 8-way scroller. And still the game manages to run 50fps on a vanilla a500.

So yes. 16 colors are obligatory. Imho even so it's still quite a miracle the game performs like that. Others would have gone with dual playfield or do other massive cuts to get similar results.
Ok, so it's a game that is better suited for Amiga 1200 then.
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Old 03 September 2023, 17:31   #145
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Ok, so it's a game that is better suited for Amiga 1200 then.
Disagree: is a game that pushes the hardware of the 500 and the skills of those that make it, like in the old times; to get the best of what you have got there.
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Old 06 September 2023, 18:50   #146
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Cannot show anything yet but work is proceeding - in example now bunkers are properly broken
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Old 06 September 2023, 19:38   #147
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Disagree: is a game that pushes the hardware of the 500 and the skills of those that make it, like in the old times; to get the best of what you have got there.
Ok, but then it means that the 1200 could have more colors
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Old 06 September 2023, 19:55   #148
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ARE more colors needed?
"At my times we only had eight colors in two shades and no more than two per 8x8 tile...." (speccy old user rant)

Jokes aside what Tsak did is excellent, and even my own reduction before it was decent - a good choice of palette and changes every stage can remedy to that - for the likes of a 1200 i would defnitely try to port Truxton
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Old 09 September 2023, 22:56   #149
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Anyone here knows how to rip all sfx from the original arcade (or can rip them and share)?
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Old 10 September 2023, 23:55   #150
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Anyone here knows how to rip all sfx from the original arcade (or can rip them and share)?
Been there done that, and got the "nope" t-shirt -_-
I think even sound effects from Twin Cobra or Truxton might be good - most are the same
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Old 11 September 2023, 13:49   #151
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Been there done that, and got the "nope" t-shirt -_-
I think even sound effects from Twin Cobra or Truxton might be good - most are the same
Yeah, I always wondered how they ripped the music and sfx from arcade games and never really got an explanation how it's done. I assumed MAME/MAME ROMs are part of the process but the whole thing is shrouded in mystery for me too.
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Old 11 September 2023, 17:31   #152
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Yeah, I always wondered how they ripped the music and sfx from arcade games and never really got an explanation how it's done. I assumed MAME/MAME ROMs are part of the process but the whole thing is shrouded in mystery for me too.
In one of those arcade music web sites i remember i read this was an unhackable rom that was decapped and read in the circuits but i might be wrong
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Old 11 September 2023, 19:45   #153
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J.M.D., are you still using Milkytracker to convert the samples and compose the modules?
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Old 11 September 2023, 20:42   #154
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Quote:
Anyone here knows how to rip all sfx from the original arcade (or can rip them and share)?
You may want to check this:

https://rbelmont.mameworld.info/?page_id=223
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Old 11 September 2023, 22:09   #155
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Hey, thanks a lot
This is perfect!!
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Old 20 February 2024, 23:55   #156
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Did this ever get finished?
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Old 21 February 2024, 00:01   #157
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Did this ever get finished?
It is ongoing. There soon will be a public demo of level 1. We're currently polishing it.
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Old 21 February 2024, 00:23   #158
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i hope it includes good music this time
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Old 21 February 2024, 22:49   #159
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It is ongoing. There soon will be a public demo of level 1. We're currently polishing it.
That's great. I'm very much looking forward to seeing it.
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Old 21 February 2024, 22:49   #160
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i hope it includes good music this time
It couldn't possibly be worse.
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