28 October 2015, 00:10 | #121 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
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28 October 2015, 21:15 | #122 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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ok is in the zone as starquake_ingame_2v_0131.zip
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28 October 2015, 21:22 | #123 |
Puttymoon inhabitant
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Sounds very ZX Spectrish.
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28 October 2015, 21:29 | #124 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,647
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Is this 1 voice only? And I have heard much better stuff on ZX spectrum than this Not sure, maybe winamp doesn't replay this right or something ...
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28 October 2015, 21:33 | #125 |
Puttymoon inhabitant
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Looking at the patterscroll, two voices are used.
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28 October 2015, 21:37 | #126 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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@Predseda
unintentionally, since was trying to get same waveform s the 64 game intro; however considered the game can fit :P Still need to know if is possible to redirect the song according on which teleport the charactrer lands to... but not as subsongs, rather as a cue point approach; i used two voices to have effects at the same time and is more a proof-of-concept (then if in progress i can reach the level of Iveson even better) Last edited by saimon69; 28 October 2015 at 21:44. |
28 October 2015, 21:47 | #127 |
Registered User
Join Date: Nov 2013
Location: Spain
Age: 45
Posts: 314
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But... I already did that game music... Gallahad was waiting for some kind of remix... May I have miss something?
Song 1: POS00 Song 2: POS20 Song 3: POS40 Song 4: POS47 Note: This song is closer to the original, note conversion 1:1. BTW: I like your work saimon, keep it on!! |
28 October 2015, 21:59 | #128 |
Puttymoon inhabitant
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Oh, seems there is a confusion, Galahad could you please lighten it up?
Last edited by Predseda; 28 October 2015 at 22:04. |
28 October 2015, 22:00 | #129 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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Well i offered to do something and started on my own hoping to bash competition, however my approach was to have a similar sound to c64 and cue points in the score (read: an unique score in game but according to what teleport you take it gets "bounced" on several positions) - that was my idea i know there is no programming for it, actually hoped to have an answer for feasibility ^^
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28 October 2015, 22:14 | #130 |
Puttymoon inhabitant
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I would like to hear a nice opening theme, orchestral, mighty, melodic, using all 4 Amiga channels. I do not know how much memory you have left, but both your work sound too humble to me.
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28 October 2015, 22:35 | #131 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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@Predseda
is an in-game, for opening i thought adrdesign covered; plus we are talking of an unexpanded game, that has NO memory allocated for in-game music on the ST version so the lesser the better imo; but if you want something very awesome then would like to have -off canon- this (with no lyrics of course): [ Show youtube player ] Last edited by saimon69; 28 October 2015 at 22:41. |
28 October 2015, 22:42 | #132 | |
Registered User
Join Date: Nov 2013
Location: Spain
Age: 45
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Quote:
It seems we are all a bit confused LOL AFAIK Gallahad has been asking H0ffman to do that, who was busy ATM... @Gallahad: may I ask how´s going the Recoil port? |
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28 October 2015, 22:54 | #133 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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Yes am confused, i thought this was as in rygar soetihng with no allocated tasks that i can send stuff and cooperate
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28 October 2015, 22:57 | #134 |
Puttymoon inhabitant
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Still the idea of various subsongs / patterns / jingles for each teleport is very nice.
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29 October 2015, 00:21 | #135 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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@Predseda, yes, just hope is feasible;
personally i would not take the 8-bit feel out of the game: is one of those I did grew up with on spectrum (even tough due to language barrier at the time did not understood what to do) and have music AND effects would make it special; that is why i chose to use chip two voices, also because i have no clue how many voices are used by effects and keep just two busy should keep enough FX around - and also to possibly master two voice extreme tracking 'a la' Iveson/Nuke in Wolfchild, he did a miracolous job there ^^ |
29 October 2015, 12:04 | #136 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,647
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Well, I uploaded OGG (its like MP3) versions of StarQuake tunes done for a never-released remake by Retrospec. Unfortunetly the status will stay this way for a while. It is unusable for the Amiga, I know, but it can give you some idea how it could sound like.
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29 October 2015, 19:12 | #137 |
Puttymoon inhabitant
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That is exactly what it should be!
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03 November 2015, 02:53 | #138 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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another version in the zone
Despite negative feedback here is the second in-progress of the in-game tune two voices chiptune (good for unexpanded machines) with different tunes according to teleport: 00:00 astra 00:51 hylis 01:32 chasm 02:23 polar many missing still and more improvements to do a non-looping (hope to find a way to merge it together) theme for every teleport, based on this Starquake map made on c64 version Last edited by saimon69; 05 November 2015 at 21:32. |
07 November 2015, 20:17 | #139 |
Puttymoon inhabitant
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I still miss some message from Galahad.
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07 November 2015, 22:23 | #140 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
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Sounds great.
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