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#81 | |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 791
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Quote:
https://eab.abime.net/showpost.php?p...9&postcount=48 but it need atleast OS3.5 |
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#82 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 791
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Here a new Romicon (Standard Workbench 3.1):
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#83 | |
Registered User
Join Date: Jul 2014
Location: Spain
Posts: 60
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Quote:
Do you know why the window is asking to execute? |
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#84 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 791
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The Icon must be in the same dir of the game, so you must have:
readme.md tetris tetris.info tetris.slave The Associated tool for the Icon is WHDLoad, so you must have it in C of your Amiga OS installation. |
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#85 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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If you click on "tetris", it will run the game too (no whdload) which explains why it works but since my shell startup code doesn't handle workbench, I suppose that will crash when exiting... Use a script & iconx to run from wb without whdload.
About the music, I wanted to add that I have compiled Harry source (delitracker plugin) but failed to make it work. No sound is outputted. The code emulates one pokey on 4 channels, I want to emulate 2 pokeys in 2-channel mode each, which would require to adapt the code, which looks very complete but not simple AT ALL. So I think a better strategy will be to try to fix issues channel by channel with my emulation code, and make up for missing/wrong sfx by not playing them and playing samples instead. Asking no9 to redo ALL the tunes and then hack the game to play them at the proper times would be huge and unrewarding work considering that all the logic works. Apart from that the game is complete and I'm very glad of the result. Last edited by jotd; 20 December 2023 at 19:50. |
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#86 | |
Registered User
Join Date: Jul 2014
Location: Spain
Posts: 60
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Quote:
And he understands that what you want to do is to trigger a full pokey and when he has to trigger sfx it will override one channel of the pokey and the sfx will play. Yes, that will work even if it "cuts" the music, it would be a solution for this problem even if it is a little bit noticeable. Again, thanks for your hard work in this port! Kind regards. |
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#87 | |
Registered User
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,112
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Quote:
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#88 | ||
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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Quote:
The problem here is that I probably misinterpret pokey commands. Yesterday I reversed the audio system more. I may be able to work channel by channel on simpler songs, also check commands from vgm files. Quote:
I think I'll "cheat" for SFX by using properly recorded samples from MAME like I'm usually doing for my other ports. I would have loved to be able to plug Harry pokey emulation but it's too complex and not a twin pokey emulation anyway. I'm not recreating MAME, I'm recreating Tetris, so I'll hack into the code until it's right and that will be the end of it ![]() Thanks for your interest everyone! |
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#89 |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 594
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wow this is amazing! thank you so much jotd
one question i have that always bothered me about the arcade tetris is that sometimes the way the blocks move down "breaks them" visually like if the display was tearing do you think that can be fixed? |
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#90 |
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Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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It is expected as the game uses only tiles, not sprites. So since the CPU is slow, draw occurs during refresh hence the tearing effect.
With a fast amiga this doesn't occur. On a slow machine, it could happen, unless I implement some double buffering. |
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#91 |
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Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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New version on https://jotd666.itch.io/tetris1200
music is so much better now. Also highscore saving. Not far from finalized version. |
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#92 | |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 791
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Quote:
![]() jotd, could you add the icons directly to your archive ? |
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#93 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 6,027
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Sound seems much better then before.
![]() Being over dramatic here's some neg's. ...I do here some pops and high tones if a careful watch in my video and youll hear it. @1:34 to @1:37 you hear two sound pops ...When Shapes turn they flicker, slowing down the video you can ssee the shapes don't change with clear cut shape swaps [ Show youtube player ] Slowed down video playback screenshot on shape change ![]() ![]() Positives. ...Sound is clear ...Sound is perfect when doing a 4 line Tetris ![]() |
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#94 |
Registered User
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,112
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Yes, now sounds good, even better than original for me. But i dont have perect ears. Then only problems mentioned by ransom1122 to fix.
BTW. Seems that jotd is very good musician too. |
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#95 |
Registered User
Join Date: Apr 2016
Location: T/C
Posts: 199
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Looks great.
I'm just sad we don't have classic Tetris from the NES on the Amiga. I think it's the most exciting to play... |
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#96 |
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Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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thanks for the support everyone
Making the music right took me a week, started from an awful mess to something better, then working out the bugs. There may be still glitches, as the emulation isn't perfect and will never be. I'll see about the pops, though as they're annoying. About the lines sfx, it's normal that it's perfect as it's a ... sample from MAME ![]() The screen tearing could be improved too, not by double buffering which would mean twice as much memory copy but delayed screen refresh synced on copper interrupt. I'll try this. Also for NES version I find it very poor graphically. Music is great & instruments are better than arcade, but would need complete rewrite as a .mod file. Better use an emulator for that ATM. |
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#97 |
Registered User
Join Date: Jul 2014
Location: Spain
Posts: 60
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What a breakthrough in music! We are sure you'll be able to improve it for the final version.
Thank you very much for this great work. Best wishes. |
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#98 |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 230
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I would love the chance of a good sound mixer for people like me, with accelerated Amigas. I know is a big job to do 2 sound engines to choose (standard 020 or 040 multichannel mixer).
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#99 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,436
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Quote:
I do not understand this sound mixer choice? can you explain? New version on itch. Almost complete, still missing drums in music, icons, but tearing should be minimal now with screen update on copper interrupt, and music glitches fixed. Played on A1200/020/vanilla config from floppy and it was fine. |
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#100 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 6,027
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I may be wrong but I tried it on Quickstart A4000 with some fastram, and I dont hear the sound pops nor see any gfx issues with shape swaps ingame and in a recording played at slow speed
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