![]() |
![]() |
#561 |
Registered User
Join Date: Aug 2014
Location: England
Posts: 234
|
Spot on, and occupies how much memory?
|
![]() |
![]() |
#562 |
It's all in the reflexes!
Join Date: Nov 2009
Location: Wingkong warehouses
Posts: 206
|
Wow ! Impressive ! It sounds like the original game !
![]() I hope the OPL2 samples will sound as good on a real Amiga. |
![]() |
![]() |
#563 |
Registered User
Join Date: Jan 2019
Location: Sweden
Posts: 20
|
It's a great honor for me to contribute to this project. I got the inquiry 3 days ago and it's taken me about 4 hours of active work to get it done so far. Besides my daily work, I have many other projects in motion too. Also father of 4 kids! But I felt that I didn't want to miss this opportunity. I promise to make it as good and accurate as I possible can, to go hand in hand with the incredible work by Geezer. This gonna be superb!!!
/ DJ METUNE |
![]() |
![]() |
#564 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
Geezer |
|
![]() |
![]() |
#565 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,488
|
Quote:
Kudos for your tune ![]() |
|
![]() |
![]() |
#566 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
|
very very close to the original tune. Instruments (not the easiest part), notes, and all. Now the "end level" tune and it's done
![]() |
![]() |
![]() |
#567 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
|
Quote:
![]() [ Show youtube player ] |
|
![]() |
![]() |
#568 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
|
@djmetune: Never played the original arcade game and therefore can´t draw any comparisons, but I do love the fact that your track uses samples very different to the common Amiga-stuff and therefore seems to have a unique arcadey flavour. Great!
@mcgeezer: Wow. Seems you now add great music to your fabulous project. Amazing achievements on all levels so far and continuing ... |
![]() |
![]() |
#569 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,590
|
Quote:
|
|
![]() |
![]() |
#570 |
Registered User
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 41
Posts: 3,773
|
Wow, that sounds absolutely perfect. Even the clicks in the bassline are there. It's not often I'm this impressed with someone's work, BRILLIANT job mate!
|
![]() |
![]() |
#571 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
Quick update... I've just about finished the first enemy of Rygar barring some collision tuning when he falls. I've also added the kill-all item which is shown in the video, this also happens at the end of the round but I've made my game so damn hard I can't even get to the end of it! ![]() ![]() ![]() ![]() http://109.228.4.199/rygartiger7.mp4 [ Show youtube player ] Hopefully this week I'll have the pro-tracker stuff put in and the loss of life engine fully done, it shouldn't take long and then it will become an actual game. Geezer |
|
![]() |
![]() |
#572 |
Registered User
Join Date: Dec 2002
Location: sweden
Age: 46
Posts: 430
|
Great work! Really nice! Keep it up!
|
![]() |
![]() |
#573 |
Junior Member
Join Date: Aug 2001
Location: France
Posts: 1,385
|
wow you must be really proud of your work !
Everything is working as it's supposed to do ![]() |
![]() |
![]() |
#574 | |
CaptainM68K-SPS France
|
Quote:
Rygar will mostly be the first of a deluxe series games for A1200 ![]() |
|
![]() |
![]() |
#575 |
Registered User
Join Date: Feb 2013
Location: Dublin/Ireland
Posts: 403
|
I found myself thinking..... hmmm, that looks and sounds arcade perfect. Haven't had cause to use the term 'arcade perfect' in many many years
![]() |
![]() |
![]() |
#576 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
What an absolute pain in the arse.. why oh why do I code in assembler??? In this update I fixed a lot of bugs, but probably introduced quite a few too. The easy bit was doing the Drone sprite grab animation which I'm quite pleased about and I also have a new way of spawning enemies but isn't shown here. The difficulty with this update was the "LETS FIGHT" transition, specifically drawing the screen in a manner that was accurate that mimicked the arcade (I did not fuck around with the copper for this... maybe I should have in hindsight). If you really want to know the details then by all means let me know and I'll discuss them... I'm pretty close to getting the loss of lives stuff in now... then it will be an actual game. Geezer http://109.228.4.199/rygarfight.mp4 [ Show youtube player ] |
|
![]() |
![]() |
#577 |
CaptainM68K-SPS France
|
Superb !!!
|
![]() |
![]() |
#578 |
Registered User
Join Date: Jan 2019
Location: Sweden
Posts: 20
|
![]()
Many thanks to you all for the positive responses regarding this music conversion!! :-)
I've been unknown in the Amiga scene with my mods until just relatively recent with the release of the Amiga game Golden Wing by Coppersky, and the Axel F, (thanx Galahad/FLT for your comment!!), mod reconstruction experiment I did some years earlier. You'll find my uploads here, it's not particularly much yet though ![]() https://modarchive.org/index.php?req...es&query=89011 Music creation was the biggest reason for me I felt to buy my first Amiga, (A500), followed in later years by an A1200 equipped with Blizzard 1260, and DigiBooster Pro as my then most exciting software. Though Protracker 2.3D is my all time favourite. Within most of my Amiga-only decades I've been like a lone wolf in the hidden, with strong intentions to release mods for the Amiga scene. But my perfectionist inside me never really let me feel satisfied with anything I did. And mostly I gave those hundreds of tunes I made no beginnings and/or ends. Though now after the highly positive responses I've got for my Protracker mods online, I finally realised that I've had set the requirements slightly too high. Sickly high perhaps. ![]() But my basic reasoning is that Protracker has many limitations. Some things is just not possible, or not ment to be possible to do. Just as it is with the Amiga. But on the other hand, that's what makes it so addictive I think, to find ways to go beyond. Only the sky is the limit. . . ...and the amount of chipmem! ![]() / DJ METUNE |
![]() |
![]() |
#579 |
Registered User
Join Date: Jan 2019
Location: Sweden
Posts: 20
|
It depends on what I'm supposed to accomplish. If I want to make new stuff in Protracker, I usually nowadays use modern music programs to actually compose the music first. Renoise is my best friend when it comes to this. It gives me considerably freer hands than if I were to start directly in PT. It gives me more control of the way things sound together in realtime and helps to get through the creation in a more indestructible way. Brings also the abilities to use eg VSTi synths for the instrument sources, plus effects. But keeping in mind that it should be later optimized for fairly short samples for the reconstruction in Protracker.
For arcade music conversions, this type of preparation is already done in the original. The only thing to do is to analyse what and how notes play simultaneously as other notes, and with what intruments. Try to find the most optimal sample in a melody for instance. So that It's possible to get the best and most out of it in the final reconstruction in Protracker. Making sure to resample all instrumets to the most useful sample rates, depending on what notes the instruments need to play. As arcade music often use 8 channels or even more at once, I sample the mix of the needed parts, such as chords. But always take the time to cut everything to the most perfect memory saving and optimal sounding loops, to rather allow them to play in high sample rates, than having them as unnecessary long shots in lower rates. Also maximise the audio with a hard limiter, (while having them as a 32bit sample, before saving them as 8 bit), to not let the instruments fade in or out in in the actual samples, but instead let them fade as intended later with Protracker commands. This method gives in return much less white noise and makes the samples more easily perfectly looped. |
![]() |
![]() |
#580 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
|
yeah, C could have helped you to initialize stuff and all, but for the mainloop you may have needed asm. The A1200 can probably take the extra overhead in memory and CPU C needs. The A500 could not.
If you have complex stuff to do, you can always create some C code & interface it with asm or generate asm with it... great work! |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Entry: Rygar AGA Edition | mcgeezer | Coders. Entries | 75 | 28 February 2019 20:41 |
On the Ball - World Cup Edition AGA | djcasey | request.Old Rare Games | 4 | 25 January 2013 12:39 |
On The Ball League Edition AGA , Player Manager 2 | StarEye | Games images which need to be WHDified | 11 | 22 January 2010 18:21 |
The Vague #1 AGA-RTG edition is released ! | kas1e | Amiga scene | 12 | 30 October 2007 00:27 |
On The Ball: World Cup Edition AGA | CodyJarrett | request.Old Rare Games | 11 | 27 May 2003 06:14 |
|
|