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Old 23 May 2015, 16:14   #421
Foul
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Quote:
Originally Posted by saimon69 View Post
@Sandruzzo

A better version of the in-game music: changed the bass and reviewed the pattern order

Attachment 44259
Why not using real samples from the game ?

I'm converting all the SFX from the real game to 8svx...

What is the best Frequency ? is 11000Hz enough ?

here are the Complete Rygar SFX (not music) : https://goo.gl/IfpAbQ

Last edited by Foul; 23 May 2015 at 17:26.
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Old 23 May 2015, 21:02   #422
saimon69
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@foul
Music uses FM synthetized sounds and i have no MAME handy to try to catch the instruments,so have to use the closest samples possible (or even chip sounds) to redo music, replacing it when i find something more similar; for the FX have no objection. However keep in mind memory restrictions.

Not a bad idea if you sample the small jingles like power up and extra life.
I would say 11025 khz/8bit should suffice.


@sandruzzo

if i add the FX in the mod file are then you able to read it from there?
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Old 23 May 2015, 21:03   #423
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Quote:
Originally Posted by saimon69 View Post
Not a bad idea if you sample the small jingles like power up and extra life.
they are in the zip and very small

Last edited by Foul; 23 May 2015 at 21:12.
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Old 24 May 2015, 01:43   #424
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@Foul

Can you please provide it to me in .wav since am working on milkytracker on PC (my winUAE is kinda slow) and please no mega, find a more forgiving service because my browser is kinda outdated, thanks
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Old 24 May 2015, 02:00   #425
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Quote:
Originally Posted by sandruzzo View Post
@Cylon Are we doing same work? Should I stop??
No, please continue working on it. I was a little bit pissed off, nothing you should be worried about. I am not working against you, in fact, i've not even adapted the Rygar stuff to my engine yet.
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Old 24 May 2015, 06:04   #426
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Quote:
Originally Posted by saimon69 View Post
@foul
Music uses FM synthetized sounds and i have no MAME handy to try to catch the instruments,so have to use the closest samples possible (or even chip sounds) to redo music, replacing it when i find something more similar; for the FX have no objection. However keep in mind memory restrictions.

Not a bad idea if you sample the small jingles like power up and extra life.
I would say 11025 khz/8bit should suffice.


@sandruzzo

if i add the FX in the mod file are then you able to read it from there?
@Saimon69

Never worked with music, but I think it could be done
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Old 24 May 2015, 13:37   #427
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Quote:
Originally Posted by saimon69 View Post
@Foul

Can you please provide it to me in .wav since am working on milkytracker on PC (my winUAE is kinda slow) and please no mega, find a more forgiving service because my browser is kinda outdated, thanks
here is my complete Rygar SFX Folder :

https://drive.google.com/file/d/0Bz7...ew?usp=sharing

Root Folder : All the sfx wav ripped untouched
Cutted : wav with blank removed before and after the sample
8SVX : wav cutted and converted to 8svx 11000Hz (script included, you can modify Frequency in it)

I thought TFMX use for the opportunity to have all the samples and musics in a minimum/small files, and his 8 channels are usefull !

edit : BONUS : all the ripped Music/Jingle untouched... need to be normalised/cutted : https://drive.google.com/file/d/0Bz7...ew?usp=sharing

Last edited by Foul; 24 May 2015 at 16:08.
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Old 25 May 2015, 08:17   #428
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More refinements, and now we also have a proper begin music and the out of time music, thanks to Foul, i did capture part of the samples, will refine even more in the future...

track positions:
begin 00
main loop 02
end level 0B(11)
Game Over 10 (16)
Out of time 13 (19)

rygar_test_1e.zip
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Old 26 May 2015, 14:49   #429
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Quote:
Originally Posted by Foul View Post
I thought TFMX use for the opportunity to have all the samples and musics in a minimum/small files,
Sorry for being offtopic, but is there any official TFMX replayer source which one could use, besides the reassembled stuff for Eagle Player?

Quote:
and his 8 channels are usefull !
For the intro? You certainly don't want to waste cycles by mixing channels while the game is running.

BTW, sandruzzo, did you already decide how to play sound effects in the game while the music is playing? Do you plan to have a dedicated channel for effects or will you stop the music on a channel whenever an effect is played?
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Old 26 May 2015, 14:53   #430
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Quote:
Originally Posted by phx View Post
Sorry for being offtopic, but is there any official TFMX replayer source which one could use, besides the reassembled stuff for Eagle Player?

For the intro? You certainly don't want to waste cycles by mixing channels while the game is running.

BTW, sandruzzo, did you already decide how to play sound effects in the game while the music is playing? Do you plan to have a dedicated channel for effects or will you stop the music on a channel whenever an effect is played?
So Far no plan for music. I'll keep things as simple as possible, every idea is wellcome
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Old 26 May 2015, 14:54   #431
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Or like many Amiga games, choose beetwen music/sfx but both mixed are better...
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Old 26 May 2015, 17:50   #432
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Use Phx's sound routines, they're excellent. It makes adding in music + SFX easy and would add an extra layer of polish to the end result.
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Old 26 May 2015, 18:23   #433
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The only sources i found are here : http://old.exotica.org.uk/editors/archive/

in http://old.exotica.org.uk/editors/ar...6_7v_Fixed.lha

TFMX_v1.6_7v_Fixed/source/devpacmacros.i
TFMX_v1.6_7v_Fixed/source/rout.tfmx7v_sid.s
TFMX_v1.6_7v_Fixed/source/tfmxed6.s

or http://old.exotica.org.uk/editors/archive/TFMX_v1.5.lha

TFMX_v1.5/Routines/remove
TFMX_v1.5/Routines/remove.S
TFMX_v1.5/Routines/replayer.asm
TFMX_v1.5/Routines/rout.tfmx.obj_v3.0
TFMX_v1.5/Routines/tfmx.obj
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Old 26 May 2015, 18:36   #434
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@foul

Rygar in-game music is pretty simple even on the arcade game, using only two or maximum three channels so have one channel for SFX (or two) should be possible, and in fact my mod uses only two audio channels (both on the right so far but am going to fix this on future if needed)
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Old 26 May 2015, 18:53   #435
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@Foul
I remember me and some of my friends in 1990 trying to get head or tail of TFMX but since is not just a music editor, rather a low-level music IDE environment in the likes of programming the SID to make music, we did not understood at all what was going on

Maybe an optimized xm player for 8 channels might help but so far i also started a main tune (for the splash screens) in protracker - metal style and 4 channels, and is already too big due to samples (250k, need to optimize)
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Old 26 May 2015, 18:57   #436
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i completely understand TFMX is not very easy to use/understand... and protracker would do the job perfectly
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Old 26 May 2015, 20:04   #437
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BTW i think those videos are good to document easter eggs and behaviors (see the million points scroll in round 13 or the prolonged death behavior):
Popular Rygar Videos Playlist
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Old 26 May 2015, 20:07   #438
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I know all this things

I own the original PCB and i'm absolutly fan of this game since i played it on arcade many years ago
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Old 27 May 2015, 12:24   #439
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Now Rygar can jumo on and off from platform

https://drive.google.com/file/d/0B03...hXMy1abmM/view

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Old 27 May 2015, 17:05   #440
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Quote:
Originally Posted by Foul View Post
TFMX_v1.6_7v_Fixed/source/rout.tfmx7v_sid.s
Thanks. It's just a reworked reassembler output, but that should probably do when you want to include a player in your game.
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