Author Topic: Ghosts'n Goblins (6128+ version)  (Read 9449 times)

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Offline jesusdelmas

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Re: Ghosts'n Goblins (6128+ version)
« Reply #50 on: 19:56, 29 August 18 »
Was not this game already released?

Offline Golem13

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Re: Ghosts'n Goblins (6128+ version)
« Reply #51 on: 22:44, 29 August 18 »
Was not this game already released?

I don't think so :-)
There is no public release of this game yet.

But you're probably confusing with the version written by XiFOS, which works on all computers PLUS, GX4000 included. Mine is only for 6128 PLUS (or patched GX4000, or 464 with at least 64KB more)
This is not the same adaptation.

The XiFOS' game thread is here:
http://www.cpcwiki.eu/forum/games/ghosts'n-goblins-gx4000-is-out-!/

Enjoy!
« Last Edit: 00:12, 30 August 18 by Golem13 »

Offline jesusdelmas

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Re: Ghosts'n Goblins (6128+ version)
« Reply #52 on: 22:57, 29 August 18 »
Oohh good to know it!! Waiting to see your game so.


 :)

Online VincentGR

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Re: Ghosts'n Goblins (6128+ version)
« Reply #53 on: 14:37, 31 August 18 »
I was confused too a couple of days ago but I saw that.
Two are better than one  ;D

Offline Golem13

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Re: Ghosts'n Goblins (6128+ version)
« Reply #54 on: 16:30, 31 August 18 »
I was confused too a couple of days ago but I saw that.
Two are better than one  ;D
Exactly, one does not prevent the other!

I do not know if this expression exists in English, and I do not know if I write English very well, probably not for both LOLILOL :-)

Online VincentGR

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Re: Ghosts'n Goblins (6128+ version)
« Reply #55 on: 16:47, 31 August 18 »
Exactly, one does not prevent the other!

I do not know if this expression exists in English, and I do not know if I write English very well, probably not for both LOLILOL :-)


Same here, so I completely understand  ;D ;D ;D

Offline Gryzor

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Re: Ghosts'n Goblins (6128+ version)
« Reply #56 on: 15:05, 27 November 18 »
So how do the two compare? I've missed out on both... :(

Offline alex76gr

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Re: Ghosts'n Goblins (6128+ version)
« Reply #57 on: 09:16, 28 November 18 »
Quote
This is not the same adaptation.

Both games are identical in graphics, sounds, controls and gameplay.
Why should they be considered as different adaptations?


I still believe that i got my myopia from the green GT-65 monitor, but i can't prove it! :)

Offline Ace

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Re: Ghosts'n Goblins (6128+ version)
« Reply #58 on: 10:33, 28 November 18 »
Both games are identical in graphics, sounds, controls and gameplay.
Why should they be considered as different adaptations?
Because of different coders? ...and source code of course. ::)
Besides that, they are not so identical. Look closely and you'll notice quite some differences...

 
« Last Edit: 10:43, 28 November 18 by Ace »

Offline roudoudou

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Re: Ghosts'n Goblins (6128+ version)
« Reply #59 on: 10:46, 28 November 18 »
Both games are identical in graphics, sounds, controls and gameplay.
Why should they be considered as different adaptations?
Because...      ...your first assertion is false?
The 6128 version use extended memory and an additionnal software sprite engine. Maybe a detail for you but the 6128 version can display moar objects at the same time. The menu with the HUD over the game is very nice and clever

The GX4000 version run on all CPC+ and own a wonderful intro screen.

Don't miss the point, versions are differents but both are great!



use RASM, the best assembler ever made :p

I will survive

Offline alex76gr

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Re: Ghosts'n Goblins (6128+ version)
« Reply #60 on: 14:13, 28 November 18 »
Thanks for clearing it up. :)
What i said before wasn't an assertion but an observation as i loaded both versions and tried to find their differences.
Besides the intro screen and different credits on the title screen, i couldn't spot any other differences.
In addition, i tried sniffing my finger nails but that also failed helping me notice the better sprite engine of the 6128 version.


Quote
Because of different coders? ...and source code of course.
Check the title screens of both games and read the credits. ::)
« Last Edit: 19:29, 28 November 18 by alex76gr »
I still believe that i got my myopia from the green GT-65 monitor, but i can't prove it! :)

Offline andycadley

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Re: Ghosts'n Goblins (6128+ version)
« Reply #61 on: 21:28, 28 November 18 »
Thanks for clearing it up. :)
What i said before wasn't an assertion but an observation as i loaded both versions and tried to find their differences.
Besides the intro screen and different credits on the title screen, i couldn't spot any other differences.
In addition, i tried sniffing my finger nails but that also failed helping me notice the better sprite engine of the 6128 version.

Check the title screens of both games and read the credits. ::)

As far as I am aware the 6128+ only version hasn't been released anywhere yet. Are you sure you aren't looking at two different releases of Xifos' GX4000 cartridge? There was quite an overhaul after the original release of it, with the proper ending and different music etc.

Offline remax

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Re: Ghosts'n Goblins (6128+ version)
« Reply #62 on: 15:28, 09 December 18 »
As far as I am aware the 6128+ only version hasn't been released anywhere yet. Are you sure you aren't looking at two different releases of Xifos' GX4000 cartridge? There was quite an overhaul after the original release of it, with the proper ending and different music etc.


Yeah, that's what i was wondering  :D

Offline Golem13

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Re: Ghosts'n Goblins (6128+ version)
« Reply #63 on: 23:40, 08 October 19 »

Hello, everyone

In preparation for the next "Alchimie 13" meeting which will take place from 1 to 3 November 2019 in Tain L'Hermitage (France), here are some pictures of the game which will be freely playable in its latest version, on the Amstrad 6128 PLUS.

Developments are still progressing! Currently, levels 1 to 3 are playable, the others are partially implemented and still in progress. The current work mainly consists in approaching original patterns and behaviours, always paying close attention to details. My goal is to produce a pleasant and truly playable game, to offer a new Ghosts'n Goblins experience to the fans of the game.

That's why those who are interested will have to be a little more patient, the others can continue not to care ;-)

See you at Alchimie 13 !!

As a reminder:
- 512 KB cartridge for Amstrad 6128 PLUS (or 464+ or GX4000 with additional 64 KB)
- Hard sprites and soft sprites at the same time
- Smooth multidirectional scrolling (pixel precision)
- Stable display at 25 frames per second
- Original level design fully respected, all included
- Different levels of difficulty that increase during the game
- And much more......

« Last Edit: 00:00, 09 October 19 by Golem13 »

Online robcfg

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Re: Ghosts'n Goblins (6128+ version)
« Reply #64 on: 23:54, 08 October 19 »
2019 and the CPC and the Plus are still pretty much alive and kicking!


Looking forward to play it!

Offline Skunkfish

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Re: Ghosts'n Goblins (6128+ version)
« Reply #65 on: 01:08, 09 October 19 »
Looks fantastic!
I'm intrigued by the fact that this is a 128k only cart game, rather unusual to see...
Nothing to say for now

Offline JayBlood

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Re: Ghosts'n Goblins (6128+ version)
« Reply #66 on: 05:13, 09 October 19 »
See you at Alchimie 13! ;) The game is awesome in a real hardware. I see the first playable level at Alchimie 12. :) Impressive... :)

 
« Last Edit: 05:15, 09 October 19 by JayBlood »
Jay

Offline norecess

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Re: Ghosts'n Goblins (6128+ version)
« Reply #67 on: 05:34, 09 October 19 »
YES!! Alchimie is going to be, once again, a fantastic year for the GX/Amstrad Plus machines..Can't wait to talk with you @Golem13 !

Offline roudoudou

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Re: Ghosts'n Goblins (6128+ version)
« Reply #68 on: 08:54, 09 October 19 »
Even moar impressive is the size of the source code  :o
use RASM, the best assembler ever made :p

I will survive

Offline kawickboy

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Re: Ghosts'n Goblins (6128+ version)
« Reply #69 on: 10:43, 09 October 19 »
And what about the sound ? Tunes and FX ?
How many colours are displayed ?

Offline Golem13

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Re: Ghosts'n Goblins (6128+ version)
« Reply #70 on: 17:19, 09 October 19 »
And what about the sound ? Tunes and FX ?
How many colours are displayed ?
All available inks are used, 16 for the playing area and soft sprites, and 15 for hard sprites. The two HUDs in mode 1 display 7 more. For graphical integration reasons, of course there are crossovers between the two colour palettes (hard & soft).

Music and SFX are handled by Ixien, who has previously done a remarkable job on R-Type 128K, and here also signs a remarkable adaptation of Ghosts'n Goblins' ambiences with Amstrad's AY processor. He signs here very beautiful melodies, very well composed, all in harmony as he knows how to do so well.

Technically, Targhan's arkos 1 player is used, and the music is composed directly on starkos, on real hardware (so not the latest version of its software). Thanks to him.
Thanks also to Roudoudou for his fabulous assembler, the - so fast - RASM and R. Wilson for WinAPE and his brilliant debugger, without which nothing would have been possible, according to the established formula.
Thanks to them and their valuable work. They have my lifelong respect.
« Last Edit: 17:23, 09 October 19 by Golem13 »

Offline XeNoMoRPH

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Re: Ghosts'n Goblins (6128+ version)
« Reply #71 on: 20:18, 09 October 19 »
Hi @Golem13  !! exciting news, are you going to release a playable public version in the event? .. or you can only play there in the place?

Offline remax

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Re: Ghosts'n Goblins (6128+ version)
« Reply #72 on: 21:19, 09 October 19 »
Currently, levels 1 to 3 are playable,


Whaaaaaaaaaaat, there are other levels than 1 to 3 ?  ;D

Offline Rhino

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Re: Ghosts'n Goblins (6128+ version)
« Reply #73 on: 00:58, 10 October 19 »
Really impressive and very polished work!If you are going to release a physical edition, I would like to buy it to see this jewel in all its glory!

Offline Skunkfish

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Re: Ghosts'n Goblins (6128+ version)
« Reply #74 on: 01:53, 10 October 19 »
Really impressive and very polished work!If you are going to release a physical edition, I would like to buy it to see this jewel in all its glory!
If getting a license from Rebellion proved difficult, I'm imaging Capcom must be another level entirely!  :o
Nothing to say for now