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Old 10 November 2014, 01:20   #121
adrdesign
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I didn´t expected that!! I could easily convert snes and nes versions, even the gameboy and gameboy advance tunes, to 4ch protracker. If someone dares, we could somehow "port" to the amiga...

I´ve included a commented source for the NES rom. Don´t know anything about assembler. That´s my question. Could it be ported 1:1 preserving physics, speed, enemy IA... based on that source?

PS: going to test that Rebel game. I love your work with cammy indeed!!!
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Old 10 November 2014, 06:18   #122
Amiga1992
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Quote:
Originally Posted by Galahad/FLT View Post
Its not that it can't aesthetically be improved, its just that people get so entrenched on the visuals, somehow the gameplay mechanics get screwed up and that then leads to problems with the final game.
But with today's tools when you can reverse engineer the ROM and , as posted before, the source code to it is already available, replicating the game logic 1:1 should not be a problem.

After you get that right, whatever you add on top should be great.

Yet, no one has done it :/
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Old 10 November 2014, 11:05   #123
Mrs Beanbag
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well i don't know 6502 asm but i'm pretty sure there's nothing it can do that the 68k can't.

it would be quite a project though, asm of any sort isn't easy to get your head round somebody else's code especially without comments. also obviously a lot of that is NES specific hardware-bashing.
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Old 10 November 2014, 11:47   #124
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Originally Posted by Mrs Beanbag View Post
well it probably could... but tbh, i wouldn't. you can't improve on a classic.
I disagree. I thought the Super Mario All-Stars version was a huge improvement over the original.
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Old 10 November 2014, 11:57   #125
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WOW! Great work there!

Under 3.1 it runs very well.

For the OS4.1 users...it doesn't run under RuninUAE...

Anyway, thanks for the work!

PZ.
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Old 10 November 2014, 22:50   #126
adrdesign
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Updated: Added underwater theme from position 75 and underworld theme at position 95. Hope u like it!

Last edited by adrdesign; 11 November 2014 at 01:03.
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Old 10 November 2014, 23:10   #127
Michael Sykes
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Quote:
Originally Posted by adrdesign View Post
Just for the record: I´ve converted 1:1 the NES main tune to 4ch Protracker MOD. Feel free to use it in any project!

EDIT: Added the underwater theme. Just start the module from position #75.
To keep it short ...
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Old 11 November 2014, 06:04   #128
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can someone post some video :/

btw

Sharp X68000 had own SMB port

http://thegamearchives.net/?val=0_2_..._66507_0_0_0_0.
[ Show youtube player ]

Last edited by tekopaa; 21 November 2014 at 17:20.
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Old 16 December 2014, 09:00   #129
hipoonios
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Another attempt to make a conversion of Mario game in Backbone:

Info
Get ADF
[ Show youtube player ]

This one has working coin boxes and stuff.
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Old 16 December 2014, 09:16   #130
adrdesign
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Nice try.
Creditz plz
Quote:
Originally Posted by adrdesign View Post
Just for the record: I´ve converted 1:1 the NES main tune to 4ch Protracker MOD. Feel free to use it in any project!

EDIT: Added the underwater theme. Just start the module from position #75.
EDIT: Added the underworld theme. Position #95.

EDIT: Added converted SFX sound set for Protracker (proof of concept )
I did also the mod for SFX, if you need longer-shorter fx, change bpm and render with mod2samp. If u credit the music I would think about making the dead-tune and the others, but please, dont lame.

Last edited by adrdesign; 16 December 2014 at 09:32.
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Old 16 December 2014, 10:05   #131
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Forgot to say that, it's not me who made the game. A friend of mine did.

I told him you wanted to be credited for the music so he have added that now.
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Old 16 December 2014, 18:19   #132
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Hiponoos thats an amazing port! I hope your friend has the spirit to finish it !
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Old 17 December 2014, 15:46   #133
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Quote:
Originally Posted by adrdesign View Post
Just for the record: I´ve converted 1:1 the NES main tune to 4ch Protracker MOD. Feel free to use it in any project!
Wow great work. How did you do that? Did you rip the samples from a .nsf file?
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Old 17 December 2014, 20:42   #134
adrdesign
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Originally Posted by redblade View Post
Wow great work. How did you do that? Did you rip the samples from a .nsf file?
The nsf was converted to MIDI with NSF2MIDI. Amplitude commands are converted from MIDI expression (11) to MIDI volume (7) and adjust the measure to 1/1 if displaced. This is the PC part, done using Nuendo.

Then it is loaded in OctaMED Soundstudio with different resolutions, selected the one who fit best for 64 lines, keeping the MIDI volume (it is imported as 17xx command).

This song uses short waves like the NES version does (a square one, a triangle and a noise one). I created the square freehand wave with SoundStudio along with the noise sample. The triangle wave is from AKWF4Amiga, it comes with some legendary CHIPsounds.

Out of range notes are converted to amiga range. Then change by hand those 17xx commands to Cxx (dividing the value by 2 to fit 0-64 range) (THIS IS THE SUDOKU PART ^_^ ).

It is saved to MOD, tested and saved in protracker adding the BPM commands, removed duplicate patterns with Optim19, retested in protracker and finally saved it with some comments.

I do this way to preserve most of the commands in the original tune (volumes, arpeggios as individual notes, etc). As result you will get a FAST-AS-HELL module with lots of commands but very close to the original.

When I finish the AMIGADAW project I plan to do some tutorials on this method.

Last edited by adrdesign; 17 December 2014 at 21:02.
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Old 19 December 2014, 20:09   #135
Leandro Jardim
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Yes, Thanks! I love to hear this MOD while using Workbench with WinUAE! Its like "Gangnam Style", or best saying: "Workbench Mario Style!".

Now, only if someone comes with a Best Of Famicom MOD Pack...

Last edited by Leandro Jardim; 19 December 2014 at 20:20.
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Old 19 December 2014, 23:14   #136
adrdesign
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Quote:
Originally Posted by Leandro Jardim View Post
Yes, Thanks! I love to hear this MOD while using Workbench with WinUAE! Its like "Gangnam Style", or best saying: "Workbench Mario Style!".

Now, only if someone comes with a Best Of Famicom MOD Pack...
Not bad idea...

another mod with the same method above: Zelda
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Old 20 December 2014, 01:36   #137
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Just had a listen to the mods - excellent work - very inspiring!

Is there an active conversion going on at the moment, ie a project that is in development and is likely to be finished?
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Old 20 December 2014, 04:48   #138
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There's one currently going on the C64 and appears to have dedicated developer that will actually finish it: www.lemon64.com/forum/viewtopic.php?t=45796

The Sega Megadrive already has an accurate conversion as well. It also works fine with an Everdrive flash cart so you can play it on real HW: [ Show youtube player ]
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Old 20 December 2014, 05:34   #139
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Megadrive is quite nice, c64 sounds promising too

thanks
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Old 20 December 2014, 05:59   #140
adrdesign
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I´ve found an interesting article about Mario Bros physics, hope could help someone.
Acceleration Due to Gravity: Super Mario Brothers
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