05 August 2014, 07:02 | #21 | |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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Quote:
Oooh yeah. Perfection. Though - C64 version uses only one tune for in-game, while the ST version uses both tunes (which I think is better, since both tunes are great). |
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05 August 2014, 07:40 | #22 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,836
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Gr8 !
is real coder taking any holidays? Kamelito |
05 August 2014, 11:39 | #23 | |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
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Quote:
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05 August 2014, 11:55 | #25 |
Targ Explorer
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sooo about that copper sky and track....
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05 August 2014, 12:11 | #26 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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05 August 2014, 12:26 | #27 |
Targ Explorer
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Be cool if it could be added as an Amiga option like Galahad did with F8 on WTSS. Nothing better than porting AND improving on ST games
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05 August 2014, 16:58 | #28 | |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
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Quote:
Currently I am optimising/recoding quite a few parts as there is a lot of "errm? what?" code in the game. One example is this piece of useless code: Code:
lea SCRINC+4,a1 move.b d0,-(a1) lsr.l #8,d0 move.b d0,-(a1) lsr.l #8,d0 move.b d0,-(a1) lsr.l #8,d0 move.b d0,-(a1) Code:
lea SCRINC(pc),a1 move.l d0,(a1) |
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05 August 2014, 17:02 | #29 |
Registered User
Join Date: Jun 2014
Location: Uckfield, UK
Age: 53
Posts: 195
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Lol what the hell !
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05 August 2014, 18:10 | #30 |
Registered User
Join Date: Nov 2013
Location: Spain
Age: 45
Posts: 314
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I love this game both arcade or 8bit conversion. If you have any plan for the music/fx, I'd love to contribute somehow... I've ripped the PCM data from the arcade so we have some voices and a crash fx. *in the zone
If anyone dares with the music, you can play the arcade rom directly with HOOT SOUND HARDWARE EMULATOR. It can mute channels and dump to wav if needed. Good luck and glad to see new ports to our miggies. |
05 August 2014, 18:41 | #31 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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Arcade FX coupled with C64 SID tunes recreated in MOD would be perfect
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05 August 2014, 23:17 | #32 |
Registered User
Join Date: Nov 2013
Location: Spain
Age: 45
Posts: 314
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I have played a little with the ST version of the tune. Same method as WTSS, this is work in progress in MED format
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06 August 2014, 09:16 | #33 |
Registered User
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 41
Posts: 3,773
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I'm very happy to see this game is finally going to make it to the Amiga.
I do like the music on the C64 & Atari conversions, but surely it'd be better to have the music from the arcade game. |
06 August 2014, 10:06 | #34 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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I disagree... Arcade music for Enduro Racer is nothing special and worse than the C64 counterpart which is one of the best SID's ever... IMHO of course
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06 August 2014, 12:03 | #35 |
Registered User
Join Date: Jul 2011
Location: UK
Posts: 341
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That's looking very good
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06 August 2014, 12:40 | #36 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,539
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06 August 2014, 16:42 | #37 |
Registered User
Join Date: Nov 2013
Location: Spain
Age: 45
Posts: 314
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finally i've isolated each sample. raw 8000hz direct from the rom.
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06 August 2014, 19:55 | #38 |
CaptainM68K-SPS France
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Thanks ADR design that's awesome from you, i guess that using the original material is a great idea
If it was possible i would even rip the graphics in order to replace the one painted from scratch by the ST graphist. |
06 August 2014, 20:30 | #39 | |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
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That was the very first thing I checked once I spotted this code! Right after the SCRINC variable a table follows which is accessed using words. Need I say moar? Stupid code is stupid!
Quote:
Thanks to ADR Design for the tunes/samples, I will check them later! Much appreciated! Current status of the port: I have added a keyboard handler so entering the name in the high-score table works now, added the menu code as already said and started optimising the code. So far the game is fully working and all features of the Atari ST version are present. Except for the music that is. |
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07 August 2014, 04:12 | #40 |
Registered User
Join Date: Nov 2013
Location: Spain
Age: 45
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Sorry if seems I don't own a life (i have!)
Today I had some time and spent it retouching the mod. So this is what i got, 1:1 from the YM tune. I must say StingRay goal is to have the SID version for good, so you people feel free to retouch it. I don't have the skills to do the chip emulation sound in protracker, but I think It's not hard starting from this module. Good luck everyone!! mod info: 35500b with samples 112 positions 31 different patterns 5 samples (1 for noise) 2 channels used noise channel is also emulated in the module (added to bass channel), check it. Tracked using Octamed Sound Studio, tested in PT2.3d and PT3.6x with no problems. Last edited by adrdesign; 07 August 2014 at 04:38. |
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