18 May 2024, 21:49 | #321 |
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leave it as floppy, whdload version will come later!
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18 May 2024, 21:56 | #322 |
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18 May 2024, 22:51 | #323 | |
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This seems to me to allow new items to be injected during the level instead of trying to fit all the items of the level at once on RAM. E.g.: load the palm tree, unload the palm tree, load the panels, unload the panels, load the houses, unload the houses, reload the palm trees if necessary, unload the palm trees, and so on. That way there's more room for the different cars that are supposed to be there all the time. That was the point of my question. Is that what's planned or is the whole level dynamically loaded in RAM before the checkpoint (for the game no to pause) ? That it runs from floppy doesn't mean it can't be installed on HD (just kidding do as you want). |
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18 May 2024, 23:20 | #324 |
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okay. Then I would advise to do like I'm doing. Detect that you're running from whdload and then call whdload functions instead of OS functions.
Any example from my arcade conversions will show you how (slave + executable). That way you can distribute upgrades of your game without having to adapt the offset for whdload patching. |
19 May 2024, 00:02 | #325 | |
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I’ll look into it down the road. Btw I’m not using any OS functions, but custom boot/trackloader. Need every bit of memory I can squeeze out of it. |
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27 May 2024, 22:02 | #326 | |
AKA Mr. Rhythm Master/AIS
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WIP OutRun MOD conversions...
I started a project of my own some years ago, and this was one of the results :
http://psychodelicacy.net/media/zip/..._beta_0_75.zip If you reckon they're worth trying, you're more than welcome to do so... (Admittedly the main tunes are between 182-226k at the moment, but I can probably bring that down by downsampling the drums and bass...) Quote:
[ Show youtube player ] [ Show youtube player ] [ Show youtube player ] [ Show youtube player ] Last edited by TuRRIcaNEd; 28 May 2024 at 06:07. |
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27 May 2024, 22:29 | #327 | |
AKA Mr. Rhythm Master/AIS
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As I understand things, the second 68k was doing the maths for the sprite scaling and screen composition, so the hardware was indeed handling sprite scaling operations independently of the game logic. The bespoke graphics chips were incredibly powerful in their own right, but they still needed to be instructed what to display. It's also worth considering that Sega's SuperScaler hardware not only used 2x68000 chips, but they were examples of the high-end (and thus more expensive) type which was happy to be clocked around 12.5MHz. |
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27 May 2024, 23:27 | #328 | |
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Maybe the original sounds a bit weird there, seems like a semitone or so out from what my ear expects. Probably just me. In any case, excellent work. |
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28 May 2024, 04:18 | #329 | |||
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Quote:
[ Show youtube player ] [I think the equivalent note is around 0:32-35] Quote:
It's not 100% exact because even 32-instrument tracker format doesn't have sufficient sample slots for all the chord inversions, but I got it as close as I could. It's worth pointing out that my intent was to convert the tunes with at least a little Amiga "flavour" rather than going for arcade-perfect... That's probably most obvious with "Magical Sound Shower", which I actually started trying to convert in 1996! And they're still a work-in progress - hopefully the two Amiga OutRun projects will kick me up the arse to get them done. Quote:
Last edited by TuRRIcaNEd; 28 May 2024 at 06:19. |
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28 May 2024, 04:56 | #330 | |
AKA Mr. Rhythm Master/AIS
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As you can see, 32 colours gets very close to the original with no colour tricks! At the same time, one issue you're going to run up against is that the other traffic and roadside objects are going to require three bitplanes (8 colours) to get close to the arcade appearance (see below), so it's likely you're going to have to "race the beam" with the copper, which tied my brain in knots trying to figure out how to do it... Last edited by TuRRIcaNEd; 28 May 2024 at 05:09. |
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28 May 2024, 07:46 | #331 |
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You're not chooped liver! There are several talented guys that can reproduce tunes faithfully. I'm not among them, but I can recognize when a tune is right or not, has the proper harmonies and chords or not. Yours tick all the boxes.
Those tunes look really good. How much chipmem do they take? I heard a .mod version of Magical Sound Shower which sounded very good that used 700k so it was not possible to use in a game. 200k as you're writing is probably acceptable. Very good compromise and result. About taking a snapshot and dithering to 32 colors, I think you can do that for a lot of games, but what you need then is a real-time 32-color ditherer Those sega machines were beasts, and even A1200+AGA struggles to cope. See other thread about Shinobi |
28 May 2024, 09:05 | #332 | |||
AKA Mr. Rhythm Master/AIS
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In fairness, I was being a bit facetious...
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28 May 2024, 09:06 | #333 |
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Slightly off topic, Magical Sound Shower the original arcade music (to me) sounds Caribbean and that the original composer Hiroshi Kawaguchi had intended that (after the intro) the main instrument be representative of a steel drum? Anyone else get the same feeling?
I see numerous remixes from Sega themselves (S.S.T. and Out Run 2006 / 2 SP) where that instrument has been changed to a Saxophone! Very strange to me to dilute this amazing Caribbean sounding music!? |
28 May 2024, 09:36 | #334 |
AKA Mr. Rhythm Master/AIS
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The original lead instrument is very much a synth patch. I can't speak as to Hiro's original intent, but when I first tried to convert/arrange the tune back in 1996 I went with a steel drum sample in part because I didn't have the tools to extract the original instruments at the time, and I ended up leaving it as it was as a nod to my original attempt...
Last edited by TuRRIcaNEd; 28 May 2024 at 11:19. |
28 May 2024, 10:43 | #335 | |
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Quote:
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28 May 2024, 11:50 | #336 |
AKA Mr. Rhythm Master/AIS
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28 May 2024, 11:50 | #337 | |
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The main cpu calculates the zoom value and the base size for each sprite, which the hw sprite chip uses to scale and draw the gfx. |
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28 May 2024, 11:55 | #338 |
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28 May 2024, 17:31 | #339 |
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I remember your tune rendition and were very good, it also helped me to create my reverb effect for the high scores (not sure i sent you that) - now the 200k of space would be a problem outside AGA of course, so i wonder if the general midi set of instruments i found for fasttracker/milkytracker can help in case of a version for OCS/ECS that i still wish to happen ^^
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28 May 2024, 17:50 | #340 | |
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Have always associated this music with that instrument. As I am curious, I am wondering if TuRRIcaNEd can change his track to include a steel drum ? |
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