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Old 05 March 2015, 23:44   #61
invent
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Nice work with the remake and thanks for sharing a preview
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Old 06 March 2015, 00:01   #62
Bastich
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It's going to be great. Even your first video looks amazing compared to the ZX Spectrum version I remember
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Old 06 March 2015, 06:51   #63
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Wow, even with the crappy video quality this looks like a perfect conversion. Great job Galahad !
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Old 06 March 2015, 09:30   #64
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Looks quite good.
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Old 06 March 2015, 13:12   #65
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Old 06 March 2015, 13:49   #66
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Galahad strikes again! Excellent work

Quote:
Originally Posted by Galahad/FLT View Post
looks like I applied a Vaseline filter to the output for fucks sake!
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Old 06 March 2015, 13:50   #67
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The spectrum map is here for anyone interested

I wonder what the amiga game might look like with a few small dots for stars, or a subtle copper gradient for background.
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Old 06 March 2015, 16:17   #68
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@Galahad
I don't particularly like the choice of the ST palette. I tend to prefer the monochrome versions (Spectrum/C64).
Is it doable to be able to change the palette(s) with better ones?
Maybe if you put it(them) in a config file or anything else...
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Old 06 March 2015, 16:42   #69
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Looks great! Keep up the good work and thank you.
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Old 06 March 2015, 17:54   #70
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Quote:
Originally Posted by Galahad/FLT View Post
...'might' be an intro sequence of sorts, and of course I will be asking ADRDesign about converting the music
WIP, I´ll try using SSC samples from Tony Gálvez for this, no YM version this time. Of course an amiga remix will be made.

Thanks for all your work Gallahad, you´re close to redemption.

keep your excellent work!
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Old 06 March 2015, 18:56   #71
Galahad/FLT
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Quote:
Originally Posted by kamelito View Post
@Galahad
I don't particularly like the choice of the ST palette. I tend to prefer the monochrome versions (Spectrum/C64).
Is it doable to be able to change the palette(s) with better ones?
Maybe if you put it(them) in a config file or anything else...
Kamelito
I have full control over palette because of the split screen effect (timer b?) this game uses.

Score panel is a separate 16 colours to the main game.

What sort of colours are we talking here?
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Old 06 March 2015, 19:23   #72
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Dream could be something like this : https://www.youtube.com/user/endangermice
What I'm talking about is having the possibility to change it so it look better maybe a gfx guy here could improve it.
I would prefer the Atari ST palette of the unreleased Starquake II maybe an option to have them both?

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Old 06 March 2015, 20:06   #73
Galahad/FLT
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Quote:
Originally Posted by kamelito View Post
Dream could be something like this : https://www.youtube.com/user/endangermice
What I'm talking about is having the possibility to change it so it look better maybe a gfx guy here could improve it.
I would prefer the Atari ST palette of the unreleased Starquake II maybe an option to have them both?

Kamelito
Probably best if i do a screenshot and upload as iff to zone and then you can change it to what you reckon would look better and we can include as a loading option.
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Old 06 March 2015, 21:42   #74
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I like how this is coming along. Soon you'll be releasing things under heading of Fairlight presents... AoA (Atari on Amiga)
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Old 06 March 2015, 23:16   #75
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I'd be happy to contribute to looking at palette ideas for the score panel and offering/creating suggestions (who do I gently need to poke to get access to the zone ?
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Old 07 March 2015, 07:47   #76
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Galahad, Starquake II has *much* better graphics and palette. Would it be possible to choose between the original and that? They do look much better.
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Old 07 March 2015, 15:30   #77
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Quote:
Originally Posted by Galahad/FLT View Post
In the flesh it looks about 2000% better, it looks like shit in Youtube.

On Amiga the character moves smoothly, not taking 30 pixel leaps across the screen, oh and you can see everything properly, looks like I applied a Vaseline filter to the output for fucks sake!

Galahad, good vork , It is a very funny game.

You can cound on me for the sounds effects, I have so much experience with it, you can tell me the memory and the number of them, I will doit.

I miss ingame music on the AtariST, I think no game can lack ingame musics. Maybe my good friend ADRDESIGN maybe want to do some musics for the game. What are you thinking about that? I recomend some diferent ingame musics for diferent parts of the map.

Quote:
Originally Posted by adrdesign View Post
WIP, I´ll try using SSC samples from Tony Gálvez for this, no YM version this time. Of course an amiga remix will be made.

Thanks for all your work Gallahad, you´re close to redemption.

keep your excellent work!
Very good ADRDESIGN, I will give more SCC samples for you

Last edited by TCD; 07 March 2015 at 16:28. Reason: Back-to-back posts merged.
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Old 07 March 2015, 23:12   #78
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I found the game has at least 3 different tunes in. Anyone can rip them in full? I think demo mode cuts the song too early... YM format, please.

@Tony Galvez: I don´t know how the MSX chip works. Please, explain how did you get those spectacular samples and I will research some sounds based on this tune.

Just a wip for the basic version (to work on). Needs to implement noise channel and ssc samples... (sorry for the arps, they will be removed)

EDIT: I could convert to MOD the Speccy, C64 and CPC versions indeed, don´t think I would worth the time anyway, only for nostalgic purposes. What do you think?
Attached Files
File Type: zip Starquake(WIP).zip (4.9 KB, 93 views)

Last edited by adrdesign; 07 March 2015 at 23:22.
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Old 08 March 2015, 01:47   #79
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Personally for me, I'd not bother with the Speccy music - it was just filler. The effects on the other hand... They really made the game; on the Spectrum it was a riot of audio. Get some decent effects in and you've cracked it.

D.
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Old 08 March 2015, 10:47   #80
Galahad/FLT
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Quote:
Originally Posted by adrdesign View Post
I found the game has at least 3 different tunes in. Anyone can rip them in full? I think demo mode cuts the song too early... YM format, please.

@Tony Galvez: I don´t know how the MSX chip works. Please, explain how did you get those spectacular samples and I will research some sounds based on this tune.

Just a wip for the basic version (to work on). Needs to implement noise channel and ssc samples... (sorry for the arps, they will be removed)

EDIT: I could convert to MOD the Speccy, C64 and CPC versions indeed, don´t think I would worth the time anyway, only for nostalgic purposes. What do you think?
Actually, I personally feel this is one of those rare times where the ST version sounded better than all the 8 bit versions, so ST conversion should be enough I think
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