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Old 28 October 2015, 00:10   #121
Galahad/FLT
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Quote:
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@Galahad/FLT

Have a first basic test for in-game music, want me to post it in the zone?
Of course
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Old 28 October 2015, 21:15   #122
saimon69
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ok is in the zone as starquake_ingame_2v_0131.zip
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Old 28 October 2015, 21:22   #123
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Sounds very ZX Spectrish.
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Old 28 October 2015, 21:29   #124
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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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Old 28 October 2015, 21:33   #125
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Looking at the patterscroll, two voices are used.
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Old 28 October 2015, 21:37   #126
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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.
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Old 28 October 2015, 21:47   #127
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Quote:
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ok is in the zone as starquake_ingame_2v_0131.zip
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!!
Attached Files
File Type: zip StarquakeIngameV1.zip (15.3 KB, 61 views)
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Old 28 October 2015, 21:59   #128
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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.
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Old 28 October 2015, 22:00   #129
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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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Old 28 October 2015, 22:14   #130
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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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Old 28 October 2015, 22:35   #131
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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.
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Old 28 October 2015, 22:42   #132
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Quote:
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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
lol
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 hows going the Recoil port?
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Old 28 October 2015, 22:54   #133
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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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Old 28 October 2015, 22:57   #134
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Still the idea of various subsongs / patterns / jingles for each teleport is very nice.
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Old 29 October 2015, 00:21   #135
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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 ^^
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Old 29 October 2015, 12:04   #136
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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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Old 29 October 2015, 19:12   #137
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That is exactly what it should be!
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Old 03 November 2015, 02:53   #138
saimon69
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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.
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Old 07 November 2015, 20:17   #139
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I still miss some message from Galahad.
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Old 07 November 2015, 22:23   #140
Galahad/FLT
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Quote:
Originally Posted by tomcat666 View Post
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.
Sounds great.
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