Hi, here is our new coproduction for CPC+ (128 only), ranked 1st at the Alchimie 2017 party :)
http://www.pouet.net/prod.php?which=72279 (http://www.pouet.net/prod.php?which=72279)
video captured from real hardware
https://youtu.be/PgMJ39wfoBM (https://youtu.be/PgMJ39wfoBM)
https://www.youtube.com/watch?v=fVirsB6pYC8
Gosh, I really need a C4CPC now : :picard: , Winape is probably not the best way to see this great production.
Most of the effects are really great (I especially like the tunnel !), the only one that does not convince me is the "big dots balls" (little ones are far better). One transition is weak too (dots to the guy I would not meet in a dark street). This picture would had deserved a better way to be displayed.
Music is really nice, that's a little miracle to hear Zik's DMA tracker tunes :-).
Congratulation to all the guys involved in this top rated demo !
Very cool ! :o
Finally a great demo on a powerful cpc plus machine !
I hope there will be many others.
Quote from: roudoudou on 18:03, 12 November 17
Hi, here is our new coproduction for CPC+ (128 only), ranked 1st at the Alchimie 2017 party :)
http://www.pouet.net/prod.php?which=72279 (http://www.pouet.net/prod.php?which=72279)
Very nice.
Excellent demo! And thanks or not making 64K-tape-only thing out of it! It's fantastic to see what the Plus and 128 KB can do!!! Actually it would be nice to use some of the shown effects for a game too. You guys should consider making one. :)
Quote from: GUNHED on 19:13, 12 November 17
Excellent demo! And thanks or not making 64K-tape-only thing out of it! It's fantastic to see what the Plus and 128 KB can do!!! Actually it would be nice to use some of the shown effects for a game too. You guys should consider making one. :)
the 3D tunnel has a low memory footprint, may be reused for a shoot em'up with hardware sprites? ;D
Very nice production ! I really like the whole effect and music is very good (hope the DMA tracker will be available soon).
Great job !
It's really nice to see some prods that makes use of the Sound DMA capabilities of the plus series...
Well done :o
https://www.youtube.com/watch?v=_a04e2pXypw (https://www.youtube.com/watch?v=_a04e2pXypw)
And
https://www.youtube.com/watch?v=CPCyF71098o
Regards,
Ygdrazil
Both of these productions are stunning! Having owned a Plus since they launched in 1990 this validates all I hoped they were capable of if only given the time and success in sales!
Completely agree. Fantastic productions and I'm really exited about the music. More, more more !!!!!!
Quote from: Ygdrazil on 09:10, 13 November 17
It's really nice to see some prods that makes use of the Sound DMA capabilities of the plus series...
Well done :o
About our demo, i gave one year to Zik to finish his soundtracker DMA. And he did it! :o
I understand there is some ergonomics to polish in order to release an official version
He also made the replay routine, adapted from the AYC player of Madram
The use of the SID sounds requires a few bytes in the first 64K, that's why we play SID in the demo whereas there is almost 64K of GFX in video memory during the ondulation+vector ballz FX
The video from real hardware @50fps is finally online :)
1st post updated
I saw it only on real hardware ;)
My cpc plus is happy to run it !
added a "behind the scenes" video
english subtitles for people who do not speak french :)
https://www.youtube.com/watch?v=fVirsB6pYC8
The CPC+ seems our trump card to win the battle against fanboys of any other 8 bit platform :)
There was very little material to show, but thanks to these marvels that are coming out lately (Eerie Forest, GnG, this...), things are changing...
Thanks and congrats to those involved in the devs!
I just registered on the forum to congratulate you...amazing and inspiring demo on our good old 8bit! I'm so happy there is more and more activity on the CPC again and it has inspired me to try and start writing songs again (I think we can also thank Rhino for the motivating text in his demo!!). The song in the demo is great. Can you tell me how it was written, did you use Arkos tracker and how did you get the SId type sounds? I would really love to create some songs with this SId effect where the waveforms do not sound square. I'm guessing you used DMA for the samples but is the SId effect possible for the regular CPC when composing using Arkos tracker?
Thanks again,
Sice
Happy to Read you loved the song composed by zik/futurs !
But you have to Know that this great song has been composed using this own soundtracker (still in dev) called the soundtracker dma. (Plus only!)
You will have to wait to use it!
But... but.... but, As long i know, arkos tracker 2 uses sid voices too! Targhan could confirm, maybe?
Just ear "the last v8" song made by targhan.
Quote from: Sice on 09:53, 29 November 17
I just registered on the forum to congratulate you...amazing and inspiring demo on our good old 8bit! I'm so happy there is more and more activity on the CPC again and it has inspired me to try and start writing songs again (I think we can also thank Rhino for the motivating text in his demo!!). The song in the demo is great. Can you tell me how it was written, did you use Arkos tracker and how did you get the SId type sounds? I would really love to create some songs with this SId effect where the waveforms do not sound square. I'm guessing you used DMA for the samples but is the SId effect possible for the regular CPC when composing using Arkos tracker?
Like AST said, Zik used his own sountracker DMA which is supposed to be released in 2018 (before spring?)
The player use DMA for SID and samples so the CPU usage is small (7% cpu)
To play SID on first generation CPC you have to use a 100% cpu player (or make your own tricky routine but that's a LOT of work)
ps: Be warned that the soundtrack DMA is a CPC+ programm which is not properly emulated (due to lack of precision)
No SID for Arkos Tracker 2! Not before a looong time :) . However, a CPC Plus player would certainly be not-so-hard to do.
I've never used a plus, I think I will stick to regular old CPC and use samples instead. Can't wait to try it but it might not be until January next year when I have my HD back (had a hard drive crash!)
:-)
The GX4K is indeed the phattest Angus! ^_^
Amiga demo in fat pixel = awesome demo!
Well done to all involved! A really amazing demo for one of the most the underrated formats, the GX4K console!
Quote from: SuTeKH/Epyteor on 16:54, 30 November 17
The GX4K is indeed the phattest Angus! ^_^
Amiga demo in fat pixel = awesome demo!
Well done to all involved! A really amazing demo for one of the most the underrated formats, the GX4K console!
Sorry but the demo won't run on a GX4000, only a 6128+ will be ok (or a 464+ with RAM7 memcard, the only one to be fully compatible with CPC+ models)
Outstanding! Congratulations to the makers of this amazing demo
BTW did you find the cheat parts? ;D
Music by T&J
Quote from: roudoudou on 22:50, 27 October 18
BTW did you find the cheat parts? ;D
Music by T&J
Nope but would love to see them! Any clues please?
Press c i t r o n during the boot.
To see the crocodile after the amiga part press CTRL F9
This wont work with winape of course
Quote from: roudoudou on 11:07, 28 October 18
Press c i t r o n during the boot.
To see the crocodile after the amiga part press CTRL F9
This wont work with winape of course
Nor on a 128k GX4000 :D
Quote from: gerald on 11:20, 28 October 18
Nor on a 128k GX4000 :D
You will need a true CPC+ memory card (except RAM7 memory expansion, i don't know another one...)
EDIT: Oups, i miss the keyboard problem ;D
Quote from: roudoudou on 11:07, 28 October 18
Press c i t r o n during the boot.
To see the crocodile after the amiga part press CTRL F9
This wont work with winape of course
Nice bonus content! Thanks for the tip! [emoji6]
Thanks
Hey
Eventually the final version is out!
Several bugfixes in order to keep a proper 50Hz at transitions, fix some visual glitches
A new screen conversion for the Serval, more colors, better palette choice, better dithering
And the final Wasp is now truly interactive
EDIT: false alarm, there is still bugs on a real machine >:(
one week later, bugs are fixed, pfiouuuuuuuuu
Out of interest, what sort of bugs were you encountering with a real machine?
Quote from: dthrone on 22:30, 24 July 22Out of interest, what sort of bugs were you encountering with a real machine?
music corruption, wrong keyboard inputs, frozen interrupts, ...
I'm having issues at the moment with DMA music being corrupted by particular CRTC settings on real machine. No problems on Winape, Arnold etc. emulators. Any info you've garnered appreciated ;)
Quote from: dthrone on 23:01, 24 July 22I'm having issues at the moment with DMA music being corrupted by particular CRTC settings on real machine. No problems on Winape, Arnold etc. emulators. Any info you've garnered appreciated ;)
you have to be more specific about those CRTC settings
you may encounter 2 interrupts per line when the screen is "wide" (see arnold specs)
also if your programm run from a cartridge, you cannot avoid PPI initialisation
Quote from: roudoudou on 07:43, 25 July 22Quote from: dthrone on 23:01, 24 July 22I'm having issues at the moment with DMA music being corrupted by particular CRTC settings on real machine. No problems on Winape, Arnold etc. emulators. Any info you've garnered appreciated ;)
you have to be more specific about those CRTC settings
you may encounter 2 interrupts per line when the screen is "wide" (see arnold specs)
also if your programm run from a cartridge, you cannot avoid PPI initialisation
Thanks for the reply. The DMA messes up switching to a 'wide' screen, CRTC R1 = &30, R2 = &32, so I'm guessing the issue is with R2.
DMA occurs during HBL because they read memory when CRTC does not, so R1 is too big
Quote from: roudoudou on 09:28, 25 July 22DMA occurs during HBL because they read memory when CRTC does not, so R1 is too big
Ah, ok, so what is a realistic upper limit for R1?
Offset told me a long time ago the limit is flexible becaus ASIC updates many things when electron beam reaches R1
If only one DMA is used, HBL may be shorter
But there is probably also some needs for split register update, interrupt register update, ...
Quote from: roudoudou on 09:46, 25 July 22Offset told me a long time ago the limit is flexible becaus ASIC updates many things when electron beam reaches R1
If only one DMA is used, HBL may be shorter
But there is probably also some needs for split register update, interrupt register update, ...
Thanks very much for this, very helpful, it sounds like I need to do some experimentation!
Update: It seems to work ok now on the real hardware with R2 set to &31 (or less) so I suppose the HSYNC rising edge must have been too late for the DMA to function correctly?? What surprises me is it even works with all 3 DMA channels active and LOAD instructions on at least two channels on the same scanline.
ps sorry for the slight thread hijacking
Quote from: roudoudou on 22:09, 24 July 22one week later, bugs are fixed, pfiouuuuuuuuu
Great! In addition to the fixes, it is good to have wasp control, finally. So now, the music has an appropriate length! :D
one part inspired by Nooon Stars? ;)
Quote from: FruityFrank on 18:28, 04 September 22one part inspired by Nooon Stars? ;)
Not at all! Stars displayed true 3D instead of this => https://www.youtube.com/watch?v=4d76kTcI-74&t=17s
The technics used in Flirt/Igloo wasp was WAY faster than Nooon bee