English Amiga Board


Go Back   English Amiga Board > Main > Retrogaming General Discussion

 
 
Thread Tools
Old 09 June 2014, 01:30   #1
darkfalzx
Developer extraordinaire

darkfalzx's Avatar
 
Join Date: Jan 2014
Location: Ocean, NJ USA
Age: 41
Posts: 103
Send a message via AIM to darkfalzx
Shadow of the Beast Legacy semi-project

Hey there guys and gals.
This project's goal is to recreate the definitive versions of all three Shadow of the Beast games in a Mario All-Stars-like package.

SOTB1 - 100% - the game is done, but still requires testing and tweaks. Might add extras to it at a later date.
SOTB 2 - 15% Can run around Karamoon. There are some generic enemies and some unfinished puzzle elements, but not much else.
SOTB 3 - 65% Level 1 and 2 are in, as well as the tilemap and parallax of Level 3.

ATTENTION MAC USERS! By default your machine might suggest that the file is "damaged and should be put in trash", this is due to your security settings. Apple are clever, by default they prevent all apps not downloaded through the appstore from running unless I pay them to put me on a "registered developer" list. Go to your System Preferences>Security & Privacy>General tab. Click the lock icon in the lower-left. This will prompt you to enter password. Now - change the "Allow apps downloaded from:" to Anywhere. Run my game once. Now you can change your security settings back to the way they were - your OS will remember to trust my game.

Windows build
Ouya console build
General Android build (The touch-screen controls are invisible, and incomplete)
Ubuntu Linux build
Mac build

The default controls are:
Cursor - move
Z - Fire
X - Jump
C - cycle through weapons (when you get another one)
Enter - pause
Esc - (once) kill self, (twice) - quit game
You can now redefine keys from SOTB1's main menu.

Xbox360 and PS3, as well as legacy controllers are all supported.
If you are having a slowdown issue - pause the game and disable the controller.

Have fun.

Last edited by darkfalzx; 06 October 2014 at 17:18. Reason: Progress!
darkfalzx is offline  
Old 09 June 2014, 09:13   #2
Greyfox
Pixel Blender!

Greyfox's Avatar
 
Join Date: Aug 2010
Location: Dublin, Ireland
Age: 46
Posts: 265
Send a message via MSN to Greyfox
Wow thanks...I use winuae to do sound ripping, maybe give that a shot?

In the meantime this might help : http://www.mirsoft.info/gmb/music_info.php?id_file=Nzcw

Take care and can't wait to see the finished versions
Greyfox is offline  
Old 09 June 2014, 10:09   #3
darkfalzx
Developer extraordinaire

darkfalzx's Avatar
 
Join Date: Jan 2014
Location: Ocean, NJ USA
Age: 41
Posts: 103
Send a message via AIM to darkfalzx
As I mentioned - I didn't have much luck with WinUAE's sample-ripping tool - it mostly got samples from the music track.
Has anyone ever ripped the sound effects from these games?

Have you tried beating the stage? I need feedback on the way it all looks and feels. The much larger play window hasn't been great for the original level design, as you now see many of the areas that were out of reach before.
BTW - you might want to re-download the build. Fixed some bugs and added Fort Doormor's map and parallax in there - no scripting for it yet though.
darkfalzx is offline  
Old 09 June 2014, 18:01   #4
Qube
Registered User
Qube's Avatar
 
Join Date: Aug 2006
Location: England
Posts: 218
An easy way to rip sound fx samples is to save an uncompressed save state and open this in your sound editor (e.g. Audacity) as raw and go from there :-)

Q;
Qube is offline  
Old 09 June 2014, 19:37   #5
darkfalzx
Developer extraordinaire

darkfalzx's Avatar
 
Join Date: Jan 2014
Location: Ocean, NJ USA
Age: 41
Posts: 103
Send a message via AIM to darkfalzx
Thank you - I've done just that, and I can indeed see a lot of samples in there. It seems however that the game's sound engine is producing a lot of its effects by filtering samples to make them sound completely different in different context. Although pitching them down helps a lot at least for some sfx. I wish there was a way to disable music and just record the sound directly from the game with a screen recorder.

Did you try playing this BTW? This isn't one of those ports that just replicates the parallax effect and calls it a day - I actually have quite a bit of gameplay in: )
darkfalzx is offline  
Old 09 June 2014, 21:10   #6
spud
Registered User

 
Join Date: May 2010
Location: London, UK
Posts: 256
This is a superb start.
spud is offline  
Old 10 June 2014, 03:45   #7
musashi9
Registered User

musashi9's Avatar
 
Join Date: Jul 2003
Location: Japan
Posts: 171
Send a message via ICQ to musashi9
I managed to disable the music in WINUAE + ACTION REPLAY

This is how I did it
use Winuae+Action Replay
when the level is ready to play you must enter Action Replay and type this
M B0EA ---then press enter and type
4E 75 --then press enter again and type X to leave Action Replay

or
Load the level and make an uncompressed savestate file and open this file up in a hex editor and search for
49 FA 06 8E 4A
and change the 49FA to 4E75 and then reload the savestate back into your emulator

EDIT:
ok after some more looking around I found something very interesting for you to play with.
Once the music has been disabled you can enter Action Replay and go to address BABE
M BABE
and enter a number such as 01 or 02 ect...
and once you leave Action Replay the sound sample for that number will be played.
A wav file is in the zone containing all the samples from the first level
1-12


EDIT #2:
added a second file in the zone containing what I believe are the remaining samples for the other 3 levels
The first 8 samples for level 1 seem to be the same for all the remaining levels.
Attached Thumbnails
Click image for larger version

Name:	Untitled.png
Views:	329
Size:	14.3 KB
ID:	40243   Click image for larger version

Name:	Untitled-1.png
Views:	516
Size:	9.1 KB
ID:	40244  

Last edited by musashi9; 10 June 2014 at 05:20.
musashi9 is offline  
Old 10 June 2014, 08:30   #8
darkfalzx
Developer extraordinaire

darkfalzx's Avatar
 
Join Date: Jan 2014
Location: Ocean, NJ USA
Age: 41
Posts: 103
Send a message via AIM to darkfalzx
That's awesome, but is there a chance you can dump out the samples while you're at it and link me to them?

I am currently trying to map out SOTB1... hasn't anyone done this by now?
Also - 32x25 tiles? WTF?
darkfalzx is offline  
Old 10 June 2014, 08:42   #9
capehorn
Registered User
capehorn's Avatar
 
Join Date: Jul 2008
Location: UK
Age: 35
Posts: 1,459
I'd love a gamemap of SotB1 (particularly the underground section), I've never seen one before.
capehorn is offline  
Old 10 June 2014, 09:34   #10
musashi9
Registered User

musashi9's Avatar
 
Join Date: Jul 2003
Location: Japan
Posts: 171
Send a message via ICQ to musashi9
Quote:
Originally Posted by darkfalzx View Post
That's awesome, but is there a chance you can dump out the samples while you're at it and link me to them?

I am currently trying to map out SOTB1... hasn't anyone done this by now?
Also - 32x25 tiles? WTF?
Dump? I ave made wav files of all the samples, you can download them from THE ZONE here http://eab.abime.net/zone.php?
musashi9 is offline  
Old 10 June 2014, 09:50   #11
darkfalzx
Developer extraordinaire

darkfalzx's Avatar
 
Join Date: Jan 2014
Location: Ocean, NJ USA
Age: 41
Posts: 103
Send a message via AIM to darkfalzx
Quote:
Originally Posted by musashi9 View Post
Dump? I ave made wav files of all the samples, you can download them from THE ZONE here http://eab.abime.net/zone.php?
Aww - thank you sir, but it looks like I don't have a permission to access those. How do I get one?
darkfalzx is offline  
Old 10 June 2014, 11:16   #12
musashi9
Registered User

musashi9's Avatar
 
Join Date: Jul 2003
Location: Japan
Posts: 171
Send a message via ICQ to musashi9
http://eab.abime.net/faq.php?faq=vb_faq
musashi9 is offline  
Old 10 June 2014, 11:26   #13
Pyromania
Moderator

Pyromania's Avatar
 
Join Date: Jan 2002
Location: Chicago, IL
Posts: 2,066
Cool project!
Pyromania is offline  
Old 10 June 2014, 21:22   #14
capehorn
Registered User
capehorn's Avatar
 
Join Date: Jul 2008
Location: UK
Age: 35
Posts: 1,459
Quote:
Originally Posted by capehorn View Post
I'd love a gamemap of SotB1 (particularly the underground section), I've never seen one before.
...however I've just found three of them! All very different but equally valid. Still, if you do make one, I'd be interested to see it.
capehorn is offline  
Old 10 June 2014, 23:23   #15
clenched
Registered User

 
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 674
Here is a piece of Amiga Beast1 started last year. This project was dumped when it was learned someone else was working on the map.
Attached Thumbnails
Click image for larger version

Name:	Bst1.png
Views:	784
Size:	176.3 KB
ID:	40265  

Last edited by clenched; 11 June 2014 at 21:40.
clenched is offline  
Old 11 June 2014, 00:24   #16
capehorn
Registered User
capehorn's Avatar
 
Join Date: Jul 2008
Location: UK
Age: 35
Posts: 1,459
That's very nice. Do you make these by examining the games code or by capturing what's on the screen and fitting it all together?
capehorn is offline  
Old 11 June 2014, 00:29   #17
prowler
Global Moderator

prowler's Avatar
 
Join Date: Aug 2008
Location: Sidcup, England
Posts: 10,300
Quote:
Originally Posted by capehorn View Post
That's very nice. Do you make these by examining the games code or by capturing what's on the screen and fitting it all together?
Project Maptapper.
prowler is offline  
Old 11 June 2014, 01:03   #18
darkfalzx
Developer extraordinaire

darkfalzx's Avatar
 
Join Date: Jan 2014
Location: Ocean, NJ USA
Age: 41
Posts: 103
Send a message via AIM to darkfalzx
Quote:
Originally Posted by capehorn View Post
That's very nice. Do you make these by examining the games code or by capturing what's on the screen and fitting it all together?
Not at all. I used the HOL maps and Gnomon's tile rips to construct usable tilesets, and the few sprites Gnomon ripped as a jumping off point. Ripped the rest of the art myself, replicated the map in GM, and the rest is 100% my code based on just close observation of the original game.

BTW:
Here are some things I began ripping from SOTB1:

Tree maze tileset:

And the tree maze map:


..the only tools I used were UAE's screen grab feature, photoshop and pro motion
darkfalzx is offline  
Old 11 June 2014, 01:33   #19
capehorn
Registered User
capehorn's Avatar
 
Join Date: Jul 2008
Location: UK
Age: 35
Posts: 1,459
That's very interesting and a very nice map you've ended up with. Still, it's interesting how you and clenched have come up with slightly different results.

On his there is a clear left edge to the map whilst yours is a bit wonkier. I suspect in your one the second 'room' down from the entrance should be slightly longer, fix that and maybe your one will line up down the edge.
capehorn is offline  
Old 11 June 2014, 03:06   #20
darkfalzx
Developer extraordinaire

darkfalzx's Avatar
 
Join Date: Jan 2014
Location: Ocean, NJ USA
Age: 41
Posts: 103
Send a message via AIM to darkfalzx
Quote:
Originally Posted by capehorn View Post
That's very interesting and a very nice map you've ended up with. Still, it's interesting how you and clenched have come up with slightly different results.

On his there is a clear left edge to the map whilst yours is a bit wonkier. I suspect in your one the second 'room' down from the entrance should be slightly longer, fix that and maybe your one will line up down the edge.
Dude - did I just waste half a day doing something someone else already done?: )
Can you please link me to the maps this clenched person made?
darkfalzx is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Shadow of the Beast AF2013 project.Sprites 9 04 May 2017 16:02
Which was the best shadow of the beast? magnox Nostalgia & memories 87 01 January 2008 03:18
shadow of the beast HELP!!! cmarcel23 New to Emulation or Amiga scene 7 11 August 2002 02:14
Shadow of the Beast Twistin'Ghost Amiga websites reviews 17 05 July 2002 21:12
Shadow of the beast Amiga 500+ support.WinUAE 1 17 April 2002 23:16

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 19:25.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.
Page generated in 0.10371 seconds with 13 queries