08 February 2017, 06:59 | #201 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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A bit of backstage
[ Show youtube player ] |
28 April 2017, 22:56 | #202 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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Did not work on this lately but is my intention to continue! The finetune of City of the Knight also involve some time stretching: to test i play both the recording and the mod at the same time and keep track of where they miss overlapping.
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07 May 2017, 02:57 | #203 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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Need to find the courage to finish City of the Knight but in the meanwhile i finalized Combat 3 and continued two of the main songs.
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10 May 2017, 20:57 | #204 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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Due to feedback i did improve the drum sampled bases and layouts for Combat 1 and combat 3 plus i started the two missing non-cd towns.
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18 July 2017, 18:54 | #205 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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Ok ok i'll interrupt saimon69's monologue for a while to announce a new release !
It was about time Same link as before (see first post). This version fixes a few issues (check history for details) but is mostly optimizations, concentrated on the path finder - which is now roughly twice as fast. As a side effect this makes enemy moves faster as well (computer AI does lots of it). I just hope i broke nothing, this thing is fragile as a soap bubble... Note : if you're running under winuae and pal mode you can activate option "remove interlace artifacts" under "display" tab. I've just noticed it does wonders here. |
19 July 2017, 00:24 | #206 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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not my fault if i took pride in working on the musics - had to put on hold due to real life and other projects but am trying to continue
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19 July 2017, 09:11 | #207 |
son of 68k
Join Date: Nov 2007
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That's ok, no problem - i did put a smiley
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21 July 2017, 20:56 | #208 |
Registered User
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Location: Poland
Posts: 166
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Thank you for new release. I will check this weekend
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23 July 2017, 15:22 | #209 |
Registered User
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Location: USA
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I had a try converting the XMI files to MIDI and they sound quite good on the Amiga using AMIDI (with the HQ sound bank). Now can you add AMIDI support, I haven't talked to him but I think Novacoder preapproves of the CAMD support.
Attachment 53854 Tracks 0009 and 0010 have a hanging note on Amidi, so they sound terrible. Here's what track 8 sounds like on the Amiga, sorry for WAV format but LAME butchered it as an MP3. http://www.filedropper.com/homm0008 Last edited by grelbfarlk; 22 June 2018 at 03:22. |
24 July 2017, 08:04 | #210 |
son of 68k
Join Date: Nov 2007
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Converting to general midi isn't a big deal - I did it many years ago. However it might be better to have reusable source code to perform this conversion on the fly (or, better, play xmi directly).
And they rarely play fine, even on peecees. Best results i got was either with OPL synth (for which the musics appear to be designed) or with Timidity. Too bad some tracks sound poor with Amidi, i will seriously consider that support if this problem gets fixed. |
31 July 2017, 01:35 | #211 | |
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Quote:
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31 July 2017, 08:53 | #212 |
son of 68k
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01 August 2017, 03:20 | #213 |
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I converted them down to type 0 midi and now they play fine with CAMD(over serial to a PC with Softsynth), just not fine with the software renderer. I'm not sure what's going on I'm just guessing AHI is not able to cope with the amount of channels. So if you were at all interested in doing Amidi support you'd have the option of CAMD with real midi devices, AMidi software renderer, or possibly GMPlay with 14-bit Paula playback which I haven't tested.
I'll try to find an Amiga Midi player with AHI support to rule out whether it's a general AHI issue choking on the amount of channels/bandwidth. |
01 August 2017, 08:54 | #214 | ||
son of 68k
Join Date: Nov 2007
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Quote:
Quote:
In addition, remember that the game has sound fx as well so i need to be "in control" for proper replay. If there is no source code available for Amidi, then no Amidi support. If it were AHI too slow, you'd hear holes in the playback -- not a held note. |
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02 August 2017, 03:30 | #215 |
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They do play fine with the CAMD.library, people have the option of redirecting the CAMD output to whatever they like whether that's a real midi synth or otherwise.
I didn't consider that the Amidi source is lost, I can't seem to find it. CAMD has source though. |
28 March 2018, 01:11 | #216 |
Local Moderator
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Heroes of Might and Magic 2? On Amiga?? Just wondering if this will be released?
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28 March 2018, 09:08 | #217 |
mä vaan
Join Date: Nov 2001
Location: Finland
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28 March 2018, 12:06 | #218 |
AmigaDev.com
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A download link is available in the first post in this thread: http://eab.abime.net/showpost.php?p=616277&postcount=1
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21 September 2018, 11:42 | #219 |
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Amiga HoMM2 RTG port
Your HoMM2 port is making a sensation at the Polish PPA forum.
Several people have expressed interest in the port operating on the graphics card. I have A2k with 060 myself and a graphics card (CV64/3D) and I would like to play the Homm2 port on this Amiga. Is it possible to add graphic card support in your port? |
21 September 2018, 14:54 | #220 |
son of 68k
Join Date: Nov 2007
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This is in theory possible, but I have no knowledge about these. The game has mainly been made for A1200/030 with just AGA.
Last version has had some code cleanup in this area (c2p in include file rather than being buried deep in the game itself) so now it's just a matter of how to use these graphics cards. If someone can give me simple code for handling some (often partial) copy of 640x480x8 chunky frame buffer to the video mem, then i might do this. Also i need to setup this under Winuae so i can test if the code works. |
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