Author Topic: Ghosts'n Goblins (6128+ version)  (Read 5061 times)

0 Members and 1 Guest are viewing this topic.

Offline roudoudou

  • 6128 Plus
  • ******
  • Posts: 527
  • Country: fr
    • urban exploration
  • Liked: 701
Ghosts'n Goblins (6128+ version)
« on: 14:57, 14 November 17 »

EDIT: update with new vidéo





https://youtu.be/begnxQ6KqYw

Hi, Iron made a stream about the GnG version of Golem13


This was not the last beta so there is some visible bugs but you can already enjoy the title screen and the ingame smooth scroll




https://youtu.be/sAgUmyfRmuY?t=12m16s
« Last Edit: 07:27, 18 November 17 by roudoudou »
use RASM, the best assembler ever made :p

I will survive

Offline Sykobee (Briggsy)

  • 6128 Plus
  • ******
  • Posts: 662
  • Country: gb
  • Liked: 218
Re: Ghost'n Goblins (6128+ version)
« Reply #1 on: 15:44, 14 November 17 »
Nice to see hi-res static text (with drop-shadow) over a scrolling mode 0 background there ...


I presume a render text to sprite routine, that can render 8 pixel lines of text to sprites in under 8 scanlines, and then updating the v-pos of the sprites?

Offline AxelStone

  • CPC664
  • ***
  • Posts: 90
  • Country: es
  • CPC 464+
  • Liked: 36
Re: Ghost'n Goblins (6128+ version)
« Reply #2 on: 16:00, 14 November 17 »
Quite impressive, any playable demo?

Offline DanyPPC

  • CPC664
  • ***
  • Posts: 141
  • Country: it
  • Liked: 46
Re: Ghost'n Goblins (6128+ version)
« Reply #3 on: 19:23, 14 November 17 »
 :o  Another beautiful conversion for our loved CPC !


I'm impatient, when it will be released ?
CPC 464 with USB Floppy Emulator / CPC 464+ with USB Floppy Emulator / CPC 6128+ with C4CPC and Gotek HxC USB Drive Emulator

Offline roudoudou

  • 6128 Plus
  • ******
  • Posts: 527
  • Country: fr
    • urban exploration
  • Liked: 701
Re: Ghost'n Goblins (6128+ version)
« Reply #4 on: 19:40, 14 November 17 »
the game is still in developpement and beta testing, i have no other information (maybe golem13 will answer)
use RASM, the best assembler ever made :p

I will survive

Offline Golem13

  • CPC464
  • **
  • Posts: 25
  • Country: fr
  • Liked: 65
Re: Ghost'n Goblins (6128+ version)
« Reply #5 on: 13:16, 15 November 17 »
Hi,
If everything goes as planned, the game should be released next year.

Offline tjohnson

  • Supporter
  • 464 Plus
  • *
  • Posts: 499
  • Country: gb
    • index.php?action=treasury
  • Liked: 146
Re: Ghost'n Goblins (6128+ version)
« Reply #6 on: 00:51, 16 November 17 »
Nice the youtube video looks very good, hopefully released early next year, next year could mean a 14 month wait

Offline ukmarkh

  • 6128 Plus
  • ******
  • Posts: 1.341
  • Country: england
    • Classic Replay
  • Liked: 277
Re: Ghost'n Goblins (6128+ version)
« Reply #7 on: 05:50, 16 November 17 »
Let's hope Green Beret is next  ;D

Offline Ygdrazil

  • Global Moderator
  • 464 Plus
  • *****
  • Posts: 472
  • Country: dk
  • Liked: 39
Re: Ghost'n Goblins (6128+ version)
« Reply #8 on: 09:26, 16 November 17 »
Yes! Would be funny  ;)


Let's hope Green Beret is next  ;D

Offline Targhan

  • Supporter
  • 6128 Plus
  • *
  • Posts: 740
  • Country: fr
  • Liked: 658
Re: Ghost'n Goblins (6128+ version)
« Reply #9 on: 12:03, 16 November 17 »
This is excellent stuff. Now you get me truly interested in the CPC+ power :).

Offline pacomix

  • CPC6128
  • ****
  • Posts: 158
  • Liked: 74
Re: Ghost'n Goblins (6128+ version)
« Reply #10 on: 16:06, 16 November 17 »
Impressive! It is like the arcade machine!!!


Enviado desde mi iPhone utilizando Tapatalk

Offline felow

  • CPC464
  • **
  • Posts: 39
  • Country: us
  • Liked: 4
Re: Ghost'n Goblins (6128+ version)
« Reply #11 on: 16:27, 16 November 17 »
Really! Looks gigantic!

Offline Rhino

  • CPC6128
  • ****
  • Posts: 177
  • Liked: 423
Re: Ghost'n Goblins (6128+ version)
« Reply #12 on: 21:40, 17 November 17 »
Looks fantastic!
I always loved this game and it will be a dream to be able to play it on CPC with this quality.


Offline Shaun M. Neary

  • Supporter
  • 6128 Plus
  • *
  • Posts: 1.346
  • Country: 00
  • Read error a
  • Liked: 461
Re: Ghost'n Goblins (6128+ version)
« Reply #13 on: 03:11, 18 November 17 »
That looks amazing. Frustrating the job that was original done given what the machine was capable of!

Offline Golem13

  • CPC464
  • **
  • Posts: 25
  • Country: fr
  • Liked: 65
Re: Ghost'n Goblins (6128+ version)
« Reply #14 on: 03:13, 18 November 17 »
Thanks for all your messages.
They really touch me, and give me the energy to continue.

Because the poor quality of the first video, I post another one with a better resolution, taken from a most recent version. The video is taken from the WinAPE emulator and the colors are not really exact (wtf?!)
All is not shown, because I still want to keep the surprise of the following :-)

Please enjoy !


https://youtu.be/begnxQ6KqYw

Online Arnaud

  • Supporter
  • 464 Plus
  • *
  • Posts: 410
  • Country: fr
  • Liked: 278
Re: Ghosts'n Goblins (6128+ version)
« Reply #15 on: 07:56, 18 November 17 »
How do you proceed to code GnG ? Have you access to internaly data or a kind of source code of the original game ?

I was thinking for example, of the draw of the background of the levels, or the behaviour of the monster.
« Last Edit: 08:22, 18 November 17 by Arnaud »

Offline XeNoMoRPH

  • CPC6128
  • ****
  • Posts: 161
  • Country: es
  • Liked: 269
Re: Ghosts'n Goblins (6128+ version)
« Reply #16 on: 09:20, 18 November 17 »
Really impressive  :o :o

Offline kawickboy

  • CPC664
  • ***
  • Posts: 121
  • Country: fr
  • Liked: 72
Re: Ghosts'n Goblins (6128+ version)
« Reply #17 on: 09:41, 18 November 17 »
keep the faith, we are all impatient.

Offline tjohnson

  • Supporter
  • 464 Plus
  • *
  • Posts: 499
  • Country: gb
    • index.php?action=treasury
  • Liked: 146
Re: Ghosts'n Goblins (6128+ version)
« Reply #18 on: 09:56, 18 November 17 »
Very nice of looks like a very good conversion.  If only games of this quality had been available back in 1990.

Sent from my E5823 using Tapatalk


Offline Captain Past

  • CPC464
  • **
  • Posts: 10
  • Country: de
  • Liked: 2
Re: Ghosts'n Goblins (6128+ version)
« Reply #19 on: 12:21, 18 November 17 »
Great looking conversion. Very close to the arcade original. Since I don't own a 6128+ I'm keeping my fingers crossed this will work on the GX4000 as well.

Offline ukmarkh

  • 6128 Plus
  • ******
  • Posts: 1.341
  • Country: england
    • Classic Replay
  • Liked: 277
Re: Ghosts'n Goblins (6128+ version)
« Reply #20 on: 12:35, 18 November 17 »
Ex programmers and graphics artists the likes of Steve Pickford have gone on record to suggest the GX4000 and Plus range of computers weren’t up to much, berating it almost, I wonder what their excuse will be when they see this


Sent from my iPhone using Tapatalk

Offline tjohnson

  • Supporter
  • 464 Plus
  • *
  • Posts: 499
  • Country: gb
    • index.php?action=treasury
  • Liked: 146
Re: Ghosts'n Goblins (6128+ version)
« Reply #21 on: 13:08, 18 November 17 »

Ex programmers and graphics artists the likes of Steve Pickford have gone on record to suggest the GX4000 and Plus range of computers weren’t up to much, berating it almost, I wonder what their excuse will be when they see this


I don't know who this guy is but I guess in the context of the likes of Amiga capabilities it was too little too late, this is a great demonstrator but the graphical fidelity and sound capabilities are lower than the Amiga.  Had the gx4000/plus range come 2 years earlier it may have been successful, although honestly at the time I thought it seemed great, possibly because I didn't know any better as a teenager, but then clearly most others didn't agree and the rest is history.


Really looking forward to playing this, the original CPC version isn't awful, the thing that most stands out to me, is that the enemies come out the ground in the same place everytime, not the randomness of the original arcade or this version, so having a much more faithful version will be great.  Would be nice for more people to develop games for the plus range.

Offline roudoudou

  • 6128 Plus
  • ******
  • Posts: 527
  • Country: fr
    • urban exploration
  • Liked: 701
Re: Ghosts'n Goblins (6128+ version)
« Reply #22 on: 13:11, 18 November 17 »
The game will need a 6128+
Maybe it may work with memory expansion
use RASM, the best assembler ever made :p

I will survive

Offline ukmarkh

  • 6128 Plus
  • ******
  • Posts: 1.341
  • Country: england
    • Classic Replay
  • Liked: 277
Re: Ghosts'n Goblins (6128+ version)
« Reply #23 on: 15:09, 18 November 17 »
The game will need a 6128+
Maybe it may work with memory expansion

Will it work on the GX4000? I mean it has to, right?


Sent from my iPhone using Tapatalk

Offline Golem13

  • CPC464
  • **
  • Posts: 25
  • Country: fr
  • Liked: 65
Re: Ghosts'n Goblins (6128+ version)
« Reply #24 on: 15:08, 19 November 17 »
How do you proceed to code GnG ? Have you access to internaly data or a kind of source code of the original game ?

I was thinking for example, of the draw of the background of the levels, or the behaviour of the monster.

We don't have any assets from the original rom, except pieces of sprites. All gfx data have been reproduced by the graphist Winner (coloring, sprites, tiles, levels designs, etc...). All musics and sfx have been composed by Ixien's ear. And for my part, I had no access to the code. I programmed everything from scratch directly in Z80 assembler by studying the behavior of the elements of the game and trying to reproduce almost identical.

And, sorry for my english. I am not very fluent.