10 November 2014, 01:20 | #121 |
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I didn´t expected that!! I could easily convert snes and nes versions, even the gameboy and gameboy advance tunes, to 4ch protracker. If someone dares, we could somehow "port" to the amiga... I´ve included a commented source for the NES rom. Don´t know anything about assembler. That´s my question. Could it be ported 1:1 preserving physics, speed, enemy IA... based on that source? PS: going to test that Rebel game. I love your work with cammy indeed!!! |
10 November 2014, 06:18 | #122 | |
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Quote:
After you get that right, whatever you add on top should be great. Yet, no one has done it :/ |
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10 November 2014, 11:05 | #123 |
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well i don't know 6502 asm but i'm pretty sure there's nothing it can do that the 68k can't.
it would be quite a project though, asm of any sort isn't easy to get your head round somebody else's code especially without comments. also obviously a lot of that is NES specific hardware-bashing. |
10 November 2014, 11:47 | #124 |
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10 November 2014, 11:57 | #125 |
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WOW! Great work there!
Under 3.1 it runs very well. For the OS4.1 users...it doesn't run under RuninUAE... Anyway, thanks for the work! PZ. |
10 November 2014, 23:10 | #127 |
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11 November 2014, 06:04 | #128 |
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can someone post some video :/
btw Sharp X68000 had own SMB port http://thegamearchives.net/?val=0_2_..._66507_0_0_0_0. [ Show youtube player ] Last edited by tekopaa; 21 November 2014 at 17:20. |
16 December 2014, 09:16 | #130 | |
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Nice try.
Creditz plz Quote:
Last edited by adrdesign; 16 December 2014 at 09:32. |
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16 December 2014, 10:05 | #131 |
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Forgot to say that, it's not me who made the game. A friend of mine did.
I told him you wanted to be credited for the music so he have added that now. |
16 December 2014, 18:19 | #132 |
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Hiponoos thats an amazing port! I hope your friend has the spirit to finish it !
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17 December 2014, 15:46 | #133 |
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17 December 2014, 20:42 | #134 | |
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Quote:
Then it is loaded in OctaMED Soundstudio with different resolutions, selected the one who fit best for 64 lines, keeping the MIDI volume (it is imported as 17xx command). This song uses short waves like the NES version does (a square one, a triangle and a noise one). I created the square freehand wave with SoundStudio along with the noise sample. The triangle wave is from AKWF4Amiga, it comes with some legendary CHIPsounds. Out of range notes are converted to amiga range. Then change by hand those 17xx commands to Cxx (dividing the value by 2 to fit 0-64 range) (THIS IS THE SUDOKU PART ^_^ ). It is saved to MOD, tested and saved in protracker adding the BPM commands, removed duplicate patterns with Optim19, retested in protracker and finally saved it with some comments. I do this way to preserve most of the commands in the original tune (volumes, arpeggios as individual notes, etc). As result you will get a FAST-AS-HELL module with lots of commands but very close to the original. When I finish the AMIGADAW project I plan to do some tutorials on this method. Last edited by adrdesign; 17 December 2014 at 21:02. |
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19 December 2014, 20:09 | #135 |
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Yes, Thanks! I love to hear this MOD while using Workbench with WinUAE! Its like "Gangnam Style", or best saying: "Workbench Mario Style!".
Now, only if someone comes with a Best Of Famicom MOD Pack... Last edited by Leandro Jardim; 19 December 2014 at 20:20. |
19 December 2014, 23:14 | #136 | |
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Quote:
another mod with the same method above: Zelda |
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20 December 2014, 01:36 | #137 |
Beyond Mutton
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Just had a listen to the mods - excellent work - very inspiring!
Is there an active conversion going on at the moment, ie a project that is in development and is likely to be finished? |
20 December 2014, 04:48 | #138 |
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There's one currently going on the C64 and appears to have dedicated developer that will actually finish it: www.lemon64.com/forum/viewtopic.php?t=45796
The Sega Megadrive already has an accurate conversion as well. It also works fine with an Everdrive flash cart so you can play it on real HW: [ Show youtube player ] |
20 December 2014, 05:34 | #139 |
Beyond Mutton
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Megadrive is quite nice, c64 sounds promising too
thanks |
20 December 2014, 05:59 | #140 |
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I´ve found an interesting article about Mario Bros physics, hope could help someone.
Acceleration Due to Gravity: Super Mario Brothers |
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