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General Category => Games => Topic started by: ukmarkh on 05:01, 24 February 16

Title: ghouls'n goblins gx4000
Post by: ukmarkh on 05:01, 24 February 16

Ghosts 'n Goblins in development as Ghouls 'n Goblins for the GX4000!!!


Please delete if old news!

(https://youtu.be/_9tK5-y0N14)
Title: Re: ghouls'n goblins gx4000
Post by: Shaun M. Neary on 05:40, 24 February 16
It's promising, but I'd like to see more than three levels.
Also, the lack of restart points would bug me, like when he lost his first life, it brought him all the way to the start despite beating the mid level demon.

That used to drive me nuts!
Title: Re: ghouls'n goblins gx4000
Post by: Puresox on 07:29, 24 February 16
 Early days I expect ,hope it gets polished up and has music . Sorry to be down on it , I would imagine this is a shade of what it is going to be ... I hope
The level is very different from the original? Pretty good Scrolling and the graphics look pretty close. I would say the colours need tweaking a bit.
Title: Re: ghouls'n goblins gx4000
Post by: ||C|-|E|| on 12:16, 24 February 16
It already looks and play ten times better than our present conversion  :D . This one could be a great great port if the authors decide to add all the levels and polish a few details.
Title: Re: ghouls'n goblins gx4000
Post by: ukmarkh on 12:24, 24 February 16
It's gonna be amazing! I can already tell


Sent from my iPhone using Tapatalk
Title: Re: ghouls'n goblins gx4000
Post by: CraigsBar on 13:38, 24 February 16
A title that is so very worthy of a gx4000 release. Put if it gets complete d properly and released on a physical cart, i'm buying one ;)
Title: Re: ghouls'n goblins gx4000
Post by: Neil79 on 13:39, 24 February 16
Niiice :D
Title: Re: ghouls'n goblins gx4000
Post by: ukmarkh on 13:55, 24 February 16
A title that is so very worthy of a gx4000 release. Put if it gets complete d properly and released on a physical cart, i'm buying one ;)


I hope it gets a full release on Cart, but with realistic price for ownership!
Title: Re: ghouls'n goblins gx4000
Post by: seanb on 14:33, 24 February 16
Very nice so far.
I hope it gets seen through to completion.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 14:39, 24 February 16
Hi everyone !

So you noticed.
 :)

I'm the one behind this try to have a ghosts'n goblins on Gx4000/Cpc+ cartridge.
Problem is that i'm alone doing it, and no pro.
So it's taking a long time and it won't be perfect.
I have no intention of selling it, how could i, there are rights on ghosts'n goblins.

Currently i'm working on music, i barely did a conversion of the nes tune (i'm no musician neither graphist).
I can play it with arkos player and it seems to work, but it sounds not good ("what would you think if i sang out of tune"...).

The memory is one of the main problem.
Because of the asic page at $4000, i only have 16 kb of continious ram for the main code (written in c and asm, using sdcc).
And i'm bad at dealing with code located at other pages.

The most important is that i wanted to learn how to do a game on gx4000, and also see what can be done on it.
As long as i enjoy doing it, it's ok, but any pressure won't be good at all !
 ;)

One last thing : two persons already tried it on the real hardware and reported that it works !
(i only have winape)
Title: Re: ghouls'n goblins gx4000
Post by: seanb on 14:42, 24 February 16
Feel free to ask for advice on here.
I'm sure the talented programmers here would love to help.
Title: Re: ghouls'n goblins gx4000
Post by: ukmarkh on 14:43, 24 February 16
Hi everyone !

So you noticed.
 :)

I'm the one behind this try to have a ghosts'n goblins on Gx4000/Cpc+ cartridge.
Problem is that i'm alone doing it, and no pro.
So it's taking a long time and it won't be perfect.
I have no intention of selling it, how could i, there are rights on ghosts'n goblins.

Currently i'm working on music, i barely did a conversion of the nes tune (i'm no musician neither graphist).
I can play it with arkos player and it seems to work, but it sounds not good ("what would you think if i sang out of tune"...).

The memory is one of the main problem.
Because of the asic page at $4000, i only have 16 kb of continious ram for the main code (written in c and asm, using sdcc).
And i'm bad at dealing with code located at other pages.

The most important is that i wanted to learn how to do a game on gx4000, and also see what can be done on it.
As long as i enjoy doing it, it's ok, but any pressure won't be good at all !
 ;)

One last thing : two persons already tried it on the real hardware and reported that it works !
(i only have winape)


Awesome work, and welcome to CPCWiki. I'm sure people including myself will be more than willing to help. If you could make the demo available here, so we can all have a butchers, that would be really appreciated. You could charge for a cart, i.e. one off production run, where a lot of us would secretly buy it  :P
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 14:45, 24 February 16
It's promising, but I'd like to see more than three levels.
Also, the lack of restart points would bug me, like when he lost his first life, it brought him all the way to the start despite beating the mid level demon.

That used to drive me nuts!

When i'm testing it (without invulnerability), my own game makes me angry !
But the original games is like that !
 ;)
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 14:50, 24 February 16
Maybe i could do a demo...
I will think about it...
Title: Re: ghouls'n goblins gx4000
Post by: ukmarkh on 14:52, 24 February 16
Maybe i could do a demo...
I will think about it...


Good lad! I personally would love to play it, but I have to say, even despite what you've said, you've done a terrific job thus far.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 15:22, 24 February 16
Thanks !

Ok i quickly did a demo.
Only the first level.
Don't complain if your ears bleed because of the music !
 :)
Title: Re: ghouls'n goblins gx4000
Post by: ||C|-|E|| on 15:38, 24 February 16
Looking forward to try this tonight!!  :D
Title: Re: ghouls'n goblins gx4000
Post by: Trebmint on 15:47, 24 February 16
Thats really rather pretty. well done
Title: Re: ghouls'n goblins gx4000
Post by: Kris on 16:08, 24 February 16
I just gave it a try and a really good job has been done up to now; hope you will achieved this game one day ;)
Take your time, we are on CPC and everything comes late ;)



Title: Re: ghouls'n goblins gx4000
Post by: Neil79 on 16:10, 24 February 16
Thanks !

Ok i quickly did a demo.
Only the first level.
Don't complain if your ears bleed because of the music !
 :)


Indie Retro News: Ghouls 'n Goblins - Ghosts 'n Goblins overhaul in development (http://www.indieretronews.com/2016/02/ghouls-n-goblins-ghosts-n-goblins.html)


Quote
UPDATE : As of today, an Alpha demo has been released for you to try, but be warned it's only a first level alpha! But from a quick play through, you can already tell this overhaul is going to be impressive when it's done. The graphics look far far better than the CPC version, the game play is spot on and that great original soundtrack plays throughout. Well worth a try via the Amstrad emulator WinAPE!


 8)
Title: Re: ghouls'n goblins gx4000
Post by: Token on 16:34, 24 February 16
Very nice work Xifos! I always wanted a remake on the Amstrad.
Also thank you for the preview, I'll try it tonight...
Title: Re: ghouls'n goblins gx4000
Post by: Shaun M. Neary on 17:06, 24 February 16
When i'm testing it (without invulnerability), my own game makes me angry !
But the original games is like that !
 ;)

It's actually cool that you test it without a cheat. Wish more people could do that.
The original CPC conversion was heavily criticized for it's lack of restart points. Check the arcade version and compare. If the restart points can be altered to match it, it would be a lot nicer. There's nothing more frustrating than going back to the beginning of a level when you made it just past the halfway point.  :)
Title: Re: ghouls'n goblins gx4000
Post by: seanb on 17:14, 24 February 16
That said maybe an old fashioned cheat put into the game would also be nice
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 17:20, 24 February 16
Now i'm in indie retro news, the pressure is coming, aaargh !
 :)

@Shaun M. Neary (http://www.cpcwiki.eu/forum/index.php?action=profile;u=728) : yes, i usually test the game on mame, on amiga and on nes emulators...

At this point, i have not taken the difficulty problem seriously...
Title: Re: ghouls'n goblins gx4000
Post by: Phantomz on 19:32, 24 February 16
@Xifos (http://www.cpcwiki.eu/forum/index.php?action=profile;u=186)

Great work  :) Looking good.  8)

I think your demo looks really good, I hope you get in finished one day, like others have said, don't rush it.  ;)

I see you have made button 2 jump, this is a good idea, might as well use the 2nd button, I did find myself still trying to push up to jump though.  :doh:

This made me go back to the original game that I converted to cart, I've made it so both up and button 2 are jump, maybe you could do the same, just an idea.  ;D

I'll upload it on the converted game thread in a minute.
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 20:34, 24 February 16
Promissing Xifos!
I have sent a PM to you.  8)
Title: Re: ghouls'n goblins gx4000
Post by: Ast on 21:05, 24 February 16
@Xifos (http://www.cpcwiki.eu/forum/index.php?action=profile;u=186) : you aldready know what i think about your game :-)
Well done man !
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 00:42, 25 February 16
Really nice work so far. Sure there are a few little things like the sprite colours occasionally being a bit too close to the background colours, but those a minor quibbles that can easily be sorted later. I can't say the lack of restart points hindered me though, I'm so crap at this game on every format I still haven't made it to one!

Looking forward to seeing how it progresses, nice to see the GX4000 getting some long deserved love.
Title: Re: ghouls'n goblins gx4000
Post by: ||C|-|E|| on 00:57, 25 February 16
I was playing it and I really liked the game! Restart points would be great, as well as some more animations, but the progress seems very good so far  :D
Title: Re: ghouls'n goblins gx4000
Post by: Sykobee (Briggsy) on 11:19, 25 February 16
It's looking good so far - nice scrolling too.


Are you planning to do all 5 levels like the recent C64 revisualisation. https://www.youtube.com/watch?v=WNfS5NUohtM (https://www.youtube.com/watch?v=WNfS5NUohtM) (gameplay about 8 mins in)


This version already has the way better sprite and more detailed graphics, although some of backdrops in the C64 are bigger (e.g., trees). The C64 version benefits from a wider display, but the arcade game's screen size is just like the CPC because of the habit of having rotated monitors back in the day!


I see that this new version is higher though, the C64 version's 'cliff' is only 8 blocks high (and the knight is similarly stumpy), and yours is 10. The arcade version is 10 too, so that's great! http://forums.atari.io/uploads/monthly_10_2015/post-7-0-48147500-1445455500.png (http://forums.atari.io/uploads/monthly_10_2015/post-7-0-48147500-1445455500.png)


Any plans to put the scoreboard on top like the arcade, with the arcade font?
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 11:25, 25 February 16
@Xifos (http://www.cpcwiki.eu/forum/index.php?action=profile;u=186): You know I already like it, and I can see a lot of progress :)
Keep going, take as long as you need, and I'm happy to help if you need it.

Title: Re: ghouls'n goblins gx4000
Post by: ukmarkh on 12:37, 25 February 16
@Xifos you're famous on Facebook now as well, I think it's obvious to see that you've got nearly everyone excited about this project, we wish you all the best! GX4000 hero!!!


Sent from my iPhone using Tapatalk
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 13:25, 25 February 16
Any plans to put the scoreboard on top like the arcade, with the arcade font?
Problem is hardware scrolling and split screen for the scoreboard.
On Gx and cpc we have no layer for this.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 13:28, 25 February 16
@Xifos (http://www.cpcwiki.eu/forum/index.php?action=profile;u=186) you're famous on Facebook now as well, I think it's obvious to see that you've got nearly everyone excited about this project, we wish you all the best! GX4000 hero!!!

Mmm, i think i read about other cartridge projects on this forum.
I hope there will be other homebrews on gx4000.
Title: Re: ghouls'n goblins gx4000
Post by: sigh on 14:53, 25 February 16
A truly incredible job you are doing there. It's looking great so far.
Title: Re: ghouls'n goblins gx4000
Post by: Sykobee (Briggsy) on 16:48, 25 February 16
Problem is hardware scrolling and split screen for the scoreboard.
On Gx and cpc we have no layer for this.


Ah, yeah, I have no idea how the Plus's hardware scrolling affects traditional split screen methods on the CPC... Still, you can use the font if memory allows :D
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 16:50, 25 February 16
Ah, yeah, I have no idea how the Plus's hardware scrolling affects traditional split screen methods on the CPC... Still, you can use the font if memory allows :D
Looking existing PLUS games, it should be not a problem.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 17:20, 25 February 16
If i had enough hardware sprites, i could use two of them for the hud.
But i do not have enough hardware sprites...
 :(

So it's split screen mode 1 for the score board, with CRTC R9 at 1 to save memory.
For the font, it should be ok but i'm getting lazy...
 :P
Title: Re: ghouls'n goblins gx4000
Post by: Sykobee (Briggsy) on 17:24, 25 February 16
How are you dealing with the slow sprite 'data upload' stuff, which I recall is a pain in the arse... I guess the main character is two sprites?
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 17:38, 25 February 16
For the font, it should be ok but i'm getting lazy... :P
It is not a programmer job...  :-\
By the way, I already have this font into my magic pocket.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 18:32, 25 February 16
How are you dealing with the slow sprite 'data upload' stuff, which I recall is a pain in the arse... I guess the main character is two sprites?
Sprites are not updated at the same frame.
On frame 1, 4 sprites updated, on next frame 4 others sprites and so on...
Yes Arthur is two sprites, as the zombies.
The first boss is composed of 6 sprites !
Title: Re: ghouls'n goblins gx4000
Post by: dthrone on 18:56, 25 February 16
Sprites are not updated at the same frame.
On frame 1, 4 sprites updated, on next frame 4 others sprites and so on...
Yes Arthur is two sprites, as the zombies.
The first boss is composed of 6 sprites !




ooo, big boss, coooool  ;D
Title: Re: ghouls'n goblins gx4000
Post by: sigh on 19:35, 25 February 16
Sprites are not updated at the same frame.
On frame 1, 4 sprites updated, on next frame 4 others sprites and so on...
Yes Arthur is two sprites, as the zombies.
The first boss is composed of 6 sprites !

So the Arthur sprite is using 2 of the 16x16 sprites? So it is 16x32?
Title: Re: ghouls'n goblins gx4000
Post by: ivarf on 19:52, 25 February 16

The memory is one of the main problem.
Because of the asic page at $4000, i only have 16 kb of continious ram for the main code (written in c and asm, using sdcc).
And i'm bad at dealing with code located at other pages.
I am not a coder, but I am just wondering if this problem is because you are coding for RAM and that you are not putting your code in ROM? If  I am way off, please apologise my ignorance
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 20:57, 25 February 16
@sigh (http://www.cpcwiki.eu/forum/index.php?action=profile;u=104)
Yes, 16x32 in mode 0 pixels

@ivarf (http://www.cpcwiki.eu/forum/index.php?action=profile;u=47)
I have a lot of selfmodifying code, so i keep it in ram.
(even if i already have some routines in rom)
But it's true that i should use more the cartridge rom pages...
i'm not used to it yet.
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 21:19, 25 February 16

Ah, yeah, I have no idea how the Plus's hardware scrolling affects traditional split screen methods on the CPC... Still, you can use the font if memory allows :D
In Plus games there is little reason to use traditional split. Always use the plus split :)

Hardware vertical scrolling doesn't work well when R9<7, but at other times it's fine.

@Xifos (http://www.cpcwiki.eu/forum/index.php?action=profile;u=186): Have you considered a split at the top (for scores) and another at the bottom for other information?
Title: Re: ghouls'n goblins gx4000
Post by: sigh on 21:58, 25 February 16
@sigh (http://www.cpcwiki.eu/forum/index.php?action=profile;u=104)
Yes, 16x32 in mode 0 pixels

Would it be less memory hogging if you used mode 1 single pixels instead for the sprites? Or is that not possible with the plus hardware sprites?
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 23:03, 25 February 16
Would it be less memory hogging if you used mode 1 single pixels instead for the sprites? Or is that not possible with the plus hardware sprites?
The hardware sprites themselves use the same amount of memory regardless of their magnification settings (they don't really have Modes in the same sense the display does), although I'm assuming using 8*32 is to allows only half sprite images to actually be stored, since you know the other half will always be empty.
Title: Re: ghouls'n goblins gx4000
Post by: dragon on 02:29, 26 February 16
Thanks !

Ok i quickly did a demo.
Only the first level.
Don't complain if your ears bleed because of the music !
 :)

I found the ocult easter egg in the  demo, go to left and go under the ground to go find the exit  to level 4.

And some times the player fly to the other side of the planet cross to the sky an then drop to the ground  or transform in a moster.



 :)

In the other hand, fantastic work! im sure it be a great game to the plus range.
 
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 09:20, 26 February 16
In Plus games there is little reason to use traditional split. Always use the plus split :)

Hardware vertical scrolling doesn't work well when R9<7, but at other times it's fine.

@Xifos (http://www.cpcwiki.eu/forum/index.php?action=profile;u=186): Have you considered a split at the top (for scores) and another at the bottom for other information?
I have considered the scoreboard at the top.
But it's more complicated, because of R9 at 1 and the pri.
I don't know if i can set a pri at line 0...
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 09:39, 26 February 16
I have considered the scoreboard at the top.
But it's more complicated, because of R9 at 1 and the pri.
I don't know if i can set a pri at line 0...
You can't because a value of 0 switches it off. You have to set up the first part of the display and then use the PRI to fiddle with it on subsequent parts. Can't say I've ever tried doing it with an R9=1 bit at the top of the display....
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 10:19, 26 February 16
You can't because a value of 0 switches it off. You have to set up the first part of the display and then use the PRI to fiddle with it on subsequent parts. Can't say I've ever tried doing it with an R9=1 bit at the top of the display....
With PRI being limited to 255 and because it doesn't wrap, the answer probably lies with using a traditional split. Then you can cause a PRI to trigger on the last scanline (1 line before the top panel). delay slightly, set R9=0, now set a PRI to trigger at the end. Now set R9=7. It will be a lot easier on Plus.
There may be an alternative way, I'll work out some code that will do it.

Title: Re: ghouls'n goblins gx4000
Post by: Executioner on 12:29, 26 February 16
You shouldn't need an interrupt on scan line 0 to change CRTC/MODE/Palette/Soft-scroll for a static screen at the top, just set them all up on a PRI after the end of the pervious displayed frame, or a standard VSYNC interrupt, then set a PRI for a scan line above the bottom of the static display and set soft-scroll during the border area (it can be changed every character!). Frogger uses a Plus Split-Screen and Soft-Scroll change every 16 scan lines for the river/road.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 13:28, 26 February 16
You shouldn't need an interrupt on scan line 0 to change CRTC/MODE/Palette/Soft-scroll for a static screen at the top, just set them all up on a PRI after the end of the pervious displayed frame, or a standard VSYNC interrupt, then set a PRI for a scan line above the bottom of the static display and set soft-scroll during the border area (it can be changed every character!). Frogger uses a Plus Split-Screen and Soft-Scroll change every 16 scan lines for the river/road.

What about R9 set to 1 for the panel score ?
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 15:37, 26 February 16
What about R9 set to 1 for the panel score ?
Executioner is saying to use split screen or scroll to do this.

My idea works different. I will write some code to do it because I need to test it.

Title: Re: ghouls'n goblins gx4000
Post by: dragon on 17:34, 27 February 16
About the music ├Čts a shame  the plus range don't have a utility to transform the music easily in to a dma plus compatible mode.

 
Title: Re: ghouls'n goblins gx4000
Post by: Executioner on 23:46, 27 February 16
What about R9 set to 1 for the panel score ?

Do you want it set to 1 (2 scan lines per character) or 0 (1 scan line per character)? You can still do this, but you'd probably want to use normal interrupts for the VSYNC and the first Raster 52 interrupt. I assume you're setting R9 to a low value to use only a contiguous block of memory for it.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 10:01, 28 February 16
That's right, at this point, R9 is set to 1.
But i could try to use the cartridge pages better, and stop changing R9 and forget about the ram used by the screen.
It would be easier to have a good score board.

What annoys me is that the hardware sprites are affected if there is a split screen at the top, because of the scanline counter.
They are shifted to the up.
Title: Re: ghouls'n goblins gx4000
Post by: Executioner on 12:46, 28 February 16
What annoys me is that the hardware sprites are affected if there is a split screen at the top, because of the scanline counter.
They are shifted to the up.

They could appear on both screens if you're using a CRTC based hardware split, but with ASIC Split-Screen they're not, the scan-line doesn't reset.
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 17:19, 28 February 16
A 32x4 HUD with all the game informations, using:

- 4 colour CPC palette
- No special feature

[attachimg=3]

- Ink updates on the first char line
- Hard sprite for the selected weapon

[attachimg=1]

- Ink updates on each char line
- Hard sprite with more colours

[attachimg=2]
Title: Re: ghouls'n goblins gx4000
Post by: fano on 10:53, 29 February 16
you can add different color per line for text  ;D
Title: Re: ghouls'n goblins gx4000
Post by: fano on 10:59, 29 February 16
Btw (sorry for double post) i read a lot of references to PRI.But PRI is limited to visible screen, why not using DMA list to generated interrupt on any of the 312 lines of the screen.Maybe i miss some major drawback about this, did some already try ?
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 11:06, 29 February 16
you can add different color per line for text  ;D
I don't want to scare him!  ;D
Title: Re: ghouls'n goblins gx4000
Post by: fano on 11:16, 29 February 16
I don't want to scare him!  ;D
:laugh:
F**k that, make us a pretty sexy mockup, we need all dreams to progress  :-*
Anyway, if the mockup is sexy enough, i'll be glad to write him int handler and hud code  ;)
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 11:50, 29 February 16
Hehe!
By the way, its look must remain coherent with the game itseft.
Title: Re: ghouls'n goblins gx4000
Post by: Guy0me on 13:05, 29 February 16
Hi everyone !
So you noticed.
I'm the one behind this try to have a ghosts'n goblins on Gx4000/Cpc+ cartridge.

That's a very good idea to make a remake with plus abilities excellente work so far , do you know there is a Ghost'n Goblins Arcade released on C64 ?
https://www.youtube.com/watch?v=WNfS5NUohtM (https://www.youtube.com/watch?v=WNfS5NUohtM)
[CSDb] - Ghosts'n Goblins Arcade by Nostalgia (2015) (http://csdb.dk/release/?id=139257)
the previous 1986 version was graphically quite ugly compared to the Amstrad release although the gameplay was ok ..
 In the new arcade C64 version they took the Ghost'n goblins out on CPC as example i guess, but there's anyway some good ideas for inspiration I think.
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 14:25, 29 February 16
Btw (sorry for double post) i read a lot of references to PRI.But PRI is limited to visible screen, why not using DMA list to generated interrupt on any of the 312 lines of the screen.Maybe i miss some major drawback about this, did some already try ?

I think @arnoldemu (http://www.cpcwiki.eu/forum/index.php?action=profile;u=122) and I have both done this before and it works quit well. It's a good idea to use the PRI to set up the DMA timing so that you get it just where you want it.

Downside is that you can't use that DMA list for audio and you can't rely on self clearing of the interrupt because that's buggy, but otherwise it's very flexible.
Title: Re: ghouls'n goblins gx4000
Post by: Ast on 14:35, 29 February 16
No need to use the Dma... Only use the Pri and make your raster, and so on...
Title: Re: ghouls'n goblins gx4000
Post by: fano on 14:54, 29 February 16
No need to use the Dma... Only use the Pri and make your raster, and so on...
But what when you need to manipulate border or your interrupt needs to be on line 0 or off visible screen ?
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 15:00, 29 February 16
But what when you need to manipulate border or your interrupt needs to be on line 0 or off visible screen ?
PRI is not only for visible area. It is based on char line counter (VC) and raster line counter (RC) in CRTC. VC=0,RC=0 is normally start of visible area.

If I have normal height screen and set PRI to 255 it will trigger in the border.

It's limit is 256 lines and it doesn't wrap (so you can't set e.g. 32 and get it to repeat two times - doesn't happen) so if you want to interrupt in the upper border you have two choices.
1. use traditional split AND PRI. Now VCC=0 more than once and you can use PRI in each part. Traditional split is much easier when using PRI to help :)

2. use standard interrupt and waste some cpu time (like on CPC).

3. use DMA interrupt.

4. Or use them ALL  :P

Title: Re: ghouls'n goblins gx4000
Post by: fano on 15:21, 29 February 16
PRI is not only for visible area. It is based on char line counter (VC) and raster line counter (RC) in CRTC. VC=0,RC=0 is normally start of visible area.
Sorry , i misformuled the question as i see (consider?imagine?) the line 0 as the one where the hsync occurs.So my question (as it was not really a question but an assertion) , is is possible to cause PRI interrupt on/before the first line that generate pixels from screen memory ? but i think your post contains the reply , more , you came with another solution i didn't think thx ;)
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 15:29, 29 February 16
One nice thing about using the DMA lists is that you can easily define unusual spacings of interrupts.

Also, by making the list slightly too short or long, you can make the positioning move up or down the display automatically. Which might make for some nice demo raster effects.
Title: Re: ghouls'n goblins gx4000
Post by: Ast on 15:33, 29 February 16
One nice thing about using the DMA lists is that you can easily define unusual spacings of interrupts.

Also, by making the list slightly too short or long, you can make the positioning move up or down the display automatically. Which might make for some nice demo raster effects.
I don't understand how you do... Please give us an example coz i'm a little bit curious about that.
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 15:35, 29 February 16
Sorry , i misformuled the question as i see (consider?imagine?) the line 0 as the one where the hsync occurs.So my question (as it was not really a question but an assertion) , is is possible to cause PRI interrupt on/before the first line that generate pixels from screen memory ? but i think your post contains the reply , more , you came with another solution i didn't think thx ;)
If PRI=1, then interrupt happens at the hsync on line 1. So result is effectively line 2.

If you want to have a PRI interrupt happen on line 0, do it on the final line of the display ;)

But, normal display without split has 312 lines. So we can't get that close.

Use traditional split and now we can get close :)

For SPLT it is different, it does wrap. If you set SPLT so that it wraps you can change line 1 (not line 0 because you can't make SPLT ever happen on this line, MA is taken from R12/R13 and not SPLT address).
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 15:39, 29 February 16
I don't understand how you do... Please give us an example coz i'm a little bit curious about that.
I'll try and knock up a sample later. Basically, the idea is you write a self maintaining DMA list that is, for example, 311 lines long. Each time it repeats, therefore, interrupts will occur 1 scanline earlier than the previous frame (since there are 312 lines). Change colours on the dma interrupt and it appears to move "up" the screen.
Title: Re: ghouls'n goblins gx4000
Post by: Ast on 15:54, 29 February 16
So, i'm waiting for your example... I never use that way, but why not ?
Title: Re: ghouls'n goblins gx4000
Post by: Gryzor on 16:07, 29 February 16
I actually wish the hero sprite was changed to something better... loved the game, even on the CPC, but I always hated that ugly mess!
Title: Re: ghouls'n goblins gx4000
Post by: Executioner on 16:23, 29 February 16
If you're using an overscan screen there's only about 32 scan lines between the VSYNC interrupt and the top of the screen. If you previously set PRI to 0, set up the CRTC correctly at this point, you can have R9=0 (1 scan line per char), Adjust the Vertical Total (R4) to include the number of scan lines you wish before the top split (should be approximately R7 plus 32), set your screen address (R12 and R13) to use data from just about any contiguous block of memory so long as it doesn't cross an #800 boundary. You can also pre-set your Split Screen scan-line and address, and make sure sprites are hidden during the top section (mag 0). You can then set up PRI to happen after N scan lines, at which point you change R9 to 7 and enable all the sprites you need. If you use the ASIC split screen you'll have to add N * 8 to the Y position for all sprites.

Making sure you don't get part of your sprites convering your top score section is the hardest task since using either method it's difficult as the ASIC doesn't clip them to the split-screen and the CRTC split will restart the scan line counter (VCC * 8 + VLC). It's not possible to change the magnification of every sprite during the horizontal retrace period of a single scan line, so I'd probably recommend adding an extra scan line and set Horizontal displayed to 0 for that scan line.

One of the things I like to do is place some static timed code in sections where you have a little time to waste, such as displaying score characters, eg. render the whole score and high-score every frame rather than adding an extra interrupt handler for close rasters. You may be able to get a few characters drawn between raster palette changes for example.

The calculations to ensure you have 312 scan lines can be difficult when you mix different R9 values. Using the example 4 character (32 scan line) from Toto with R9 = 0 (these calculations are only approximate and would need to be tested).

Since your top screen uses 33 characters to display 33 scan lines, rather than 4 characters to display 32 scan lines your value for R7 should be adjusted by 33 - 4 (within one scan line). For example, if you want the top of your display somewhere near the top of the monitor that'd be 33 - 4 + 34 = 63. R4 should have 33 - 4 added and if you set R9 to 0 on the VSYNC you'd need (39 - Normal VSYNC) * 7 added also, so R4 = 33 - 4 + 38 + (38 - 34) * 7 = 94. R6 would also need to be adjusted by 33 scan lines, so R6=33+28=61 for pretty well full overscan.
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 22:28, 29 February 16
So, i'm waiting for your example... I never use that way, but why not ?
Here goes. Not exactly demo of the year, but it probably gets the point across. Tweaking the DMA list REPEAT slightly can start the effect going in the other direction. Obviously you can get a lot more sophisticated with much longer DMA lists, causing different patterns of "movement" in the interrupt sequence by playing with the overall length and the spacing of interrupts.

Only tested in WinAPE, so hopefully not hitting any of the Plus bugs.  ;)

Code: [Select]
org &2000
run &2000

di

ld sp,&c000

;Unlock the ASIC so we can use Plus functionality
ld b,&bc
ld hl,bootasicsequence
ld e,17
seq:
ld a,(hl)
out (c),a
inc hl
dec e
jr nz,seq

; Put an EI;RET combo for the interrupt handler, so the firmware doesn't
; get in the way and start altering things
ld hl,&c9fb
ld (&0038),hl
ld (&8080),hl
di

;; enable asic ram (will be visible in range &4000-&7fff)
ld bc,&7fb8
out (c),c

; Reset the display file
ld bc, &bc0d
out (c),c
inc b
xor a
out (c),a
dec b
dec c
out (c),c
inc b
ld a, &30
out (c),a

; Put the display into MODE 0, ROMs disabled
ld bc,&7f8c
out (c),c

; Clear the screen
ld hl, &c000
ld de, &c001
ld bc, &3fff
xor a
ld (hl),a
ldir

; Set the border colour
xor a
ld hl,&6421
ld (hl),a
dec l
ld a, &6c
ld (hl),a

; Setup a DMA list
ld hl,dmalist
ld de,&8100
ld bc,dmalistend - dmalist
ldir

; Configure interrupts
ld hl,0
ld (&8000),hl
ld hl,0
ld (&8002),hl
ld hl,dma0int
ld (&8004),hl
ld hl,rasterint
ld (&8006),hl

ld a,1
ld (&6805),A ; Set the IVR to use a vector of 0, autoclear disabled
ld a,&80
ld i,a
im 2

; Configure a PRI at line 1
ld a,1
ld (&6800),A
ei

donothing: halt
jp donothing

rasterint:
; First time through, our Raster Int initializes the DMA
ld hl,&8100
ld (&6c00), hl ; Set our DMA list
ld a,1
ld (&6c0f), a ; Turn on DMA channel 0

; Set the raster int so it will no longer start the DMA list
ld hl,rasterint2
ld (&8006),hl

rasterint2:
ei
ret

dma0int:
; clear DMA interrupt
ld a,(&6c0f)
set 6,a
ld (&6c0f),a

; modify the border colour
ld a,(&6420)
rrca
rrca
ld (&6420), a

; keep count of how many interrupts we've serviced
ld a,(count)
inc a
ld (count),a
cp 4
jp nz, dma0intdone

; Once we've serviced them all, restart the DMA list
xor a
ld (count),a
ld hl,&8100
ld (&6c00), hl ; Reset our DMA list

dma0intdone: ei
ret

count: defb 0

dmalist:
defw &2000 + 312-20-1 ; Repeat (This is just enough to make our DMA list "too short")
defw &4001 ; Loop
defw &4010 ; Int
defw &1002 ; Pause 2
defw &4010 ; Int
defw &1004 ; Pause 4
defw &4010 ; Int
defw &1008 ; Pause 8
defw &4010 ; Int
defw &4020 ; STOP
dmalistend:

bootasicsequence:
defb &ff,&00,&ff,&77,&b3,&51,&a8,&d4,&62,&39,&9c,&46,&2b,&15,&8a,&cd,&ee

P.S. Was based on some cart code I had, which is why there is a little bit of redundant copying into bits of RAM....
Title: Re: ghouls'n goblins gx4000
Post by: Ast on 22:47, 29 February 16
Here goes. Not exactly demo of the year, but it probably gets the point across. Tweaking the DMA list REPEAT slightly can start the effect going in the other direction. Obviously you can get a lot more sophisticated with much longer DMA lists, causing different patterns of "movement" in the interrupt sequence by playing with the overall length and the spacing of interrupts.

Only tested in WinAPE, so hopefully not hitting any of the Plus bugs.  ;)

Code: [Select]
org &2000
run &2000

di

ld sp,&c000

;Unlock the ASIC so we can use Plus functionality
ld b,&bc
ld hl,bootasicsequence
ld e,17
seq:
ld a,(hl)
out (c),a
inc hl
dec e
jr nz,seq

; Put an EI;RET combo for the interrupt handler, so the firmware doesn't
; get in the way and start altering things
ld hl,&c9fb
ld (&0038),hl
ld (&8080),hl
di

;; enable asic ram (will be visible in range &4000-&7fff)
ld bc,&7fb8
out (c),c

; Reset the display file
ld bc, &bc0d
out (c),c
inc b
xor a
out (c),a
dec b
dec c
out (c),c
inc b
ld a, &30
out (c),a

; Put the display into MODE 0, ROMs disabled
ld bc,&7f8c
out (c),c

; Clear the screen
ld hl, &c000
ld de, &c001
ld bc, &3fff
xor a
ld (hl),a
ldir

; Set the border colour
xor a
ld hl,&6421
ld (hl),a
dec l
ld a, &6c
ld (hl),a

; Setup a DMA list
ld hl,dmalist
ld de,&8100
ld bc,dmalistend - dmalist
ldir

; Configure interrupts
ld hl,0
ld (&8000),hl
ld hl,0
ld (&8002),hl
ld hl,dma0int
ld (&8004),hl
ld hl,rasterint
ld (&8006),hl

ld a,1
ld (&6805),A ; Set the IVR to use a vector of 0, autoclear disabled
ld a,&80
ld i,a
im 2

; Configure a PRI at line 1
ld a,1
ld (&6800),A
ei

donothing: halt
jp donothing

rasterint:
; First time through, our Raster Int initializes the DMA
ld hl,&8100
ld (&6c00), hl ; Set our DMA list
ld a,1
ld (&6c0f), a ; Turn on DMA channel 0

; Set the raster int so it will no longer start the DMA list
ld hl,rasterint2
ld (&8006),hl

rasterint2:
ei
ret

dma0int:
; clear DMA interrupt
ld a,(&6c0f)
set 6,a
ld (&6c0f),a

; modify the border colour
ld a,(&6420)
rrca
rrca
ld (&6420), a

; keep count of how many interrupts we've serviced
ld a,(count)
inc a
ld (count),a
cp 4
jp nz, dma0intdone

; Once we've serviced them all, restart the DMA list
xor a
ld (count),a
ld hl,&8100
ld (&6c00), hl ; Reset our DMA list

dma0intdone: ei
ret

count: defb 0

dmalist:
defw &2000 + 312-20-1 ; Repeat (This is just enough to make our DMA list "too short")
defw &4001 ; Loop
defw &4010 ; Int
defw &1002 ; Pause 2
defw &4010 ; Int
defw &1004 ; Pause 4
defw &4010 ; Int
defw &1008 ; Pause 8
defw &4010 ; Int
defw &4020 ; STOP
dmalistend:

bootasicsequence:
defb &ff,&00,&ff,&77,&b3,&51,&a8,&d4,&62,&39,&9c,&46,&2b,&15,&8a,&cd,&ee

P.S. Was based on some cart code I had, which is why there is a little bit of redundant copying into bits of RAM....

Ok, as i see you're using Ivr... Well Done and I've ever do that too :-P
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 23:03, 29 February 16
Traditional split ("rupture") with PRI. Written so you can just drop it into code, because I used interrupts in a nice way :)


Each PRI is done on last scanline of each section.

Top panel is R9=0, bottom panel is R9=0, middle is R9=7. NOTE: Pri thinks char height is 8, so pri for top panel and bottom panel is calculated as if R9=7, but it's not ;)

PRI made this really easy.

I used R8 instead of R6 to control border ;) Why?

R8 can be used at any time, R6 must be set *before* the split.

PROBLEM: Sprite near top of main area will repeat on all the others :(

EDIT: ARGGHHH! Pasting it in, and it's removing the "8 )" and making it into smileys.
I will have to attach the code.
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 23:07, 29 February 16
Here goes. Not exactly demo of the year, but it probably gets the point across. Tweaking the DMA list REPEAT slightly can start the effect going in the other direction. Obviously you can get a lot more sophisticated with much longer DMA lists, causing different patterns of "movement" in the interrupt sequence by playing with the overall length and the spacing of interrupts.
Ok I see the effect in winape. a raster bar going up/down.

Arnold just flashes the border. I wonder what a real plus will do... and it's ok on a real Plus. damn. :D I like your tests Andy ;)

@andycadley (http://www.cpcwiki.eu/forum/index.php?action=profile;u=327): Your code doesn't initialise the prescalar for dma channel 0.
So it relies on the value at power on.. I assumed it was random - I have a TODO to test that at power on, clearly it's 0 or something like that.



 
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 23:49, 29 February 16
Oops. Entirely unintentional, I'd forgotten that. Interesting though as the documentation seems to suggest it shouldn't be reset at power on.
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 23:53, 29 February 16
Oops. Entirely unintentional, I'd forgotten that. Interesting though as the documentation seems to suggest it shouldn't be reset at power on.
no problem, it has encouraged me to add that test.
Exactly, doc says it shouldn't be reset. I'm guessing it's like some of the other registers, 0 most of the time, 1 sometimes. So far only the palette registers seem to be totally random at power on.
Title: Re: ghouls'n goblins gx4000
Post by: Executioner on 00:59, 01 March 16
Using DMA lists is great if you don't want to use them for music and sound effects, in which case it can be nice to have one DMA list per AY channel.

You can easily do these sort of split screens on a normal CPC, then just tweak some values for the Plus. Here's a routine which could actually be used on both a real CPC and Plus (it currently uses HALT for timing rather than interrupt routines). The timing has to be accurate for the switch to/from R9=0 and R9=7 or everthing blows up. This could be achieved using PRI on the Plus more easily, and the R4 values would need some tweaking to get it working on a normal CPC.

Code: [Select]
;; Overscan split test
org #40
run #40

di
ld hl,#c9fb
ld (#38),hl

ei

ld bc,#7f10
out (c),c
ld c,#53
out (c),c

ld bc,#bc01
out (c),c
ld bc,#bd20
out (c),c

ld bc,#bc02
out (c),c
ld bc,#bd2a
out (c),c

call waitffb

ld bc,#bc09
out (c),c
ld bc,#bd02
out (c),c

ld b,10
djnz $

ld bc,#bd00
out (c),c

ld bc,#bc04
out (c),c
ld bc,#bd40        ; Initial value from
out (c),c

ld bc,#bc07
out (c),c
ld bc,#bd7f
out (c),c

ld bc,#bc0c
out (c),c
ld bc,#bd30
out (c),c

ld bc,#bc0d
out (c),c
ld bc,#bd20
out (c),c

ld bc,#bc06
out (c),c
ld bc,#bd3f
out (c),c

halt
ld bc,#bc04
out (c),c
ld bc,#bd63
out (c),c

ld bc,#bc07
out (c),c
ld bc,#bd41
out (c),c

ld b,224
.loop
djnz $

ld bc,#bc01
out (c),c
ld bc,#bd00
out (c),c

ld b,50
djnz $

ld bc,#bd20
out (c),c

ld bc,#bc09
out (c),c
ld bc,#bd07
out (c),c

ei

call waitffb

ld bc,#bc09
out (c),c
ld bc,#bd02
out (c),c

ld b,10
djnz $

ld bc,#bd00
out (c),c

halt

ld b,230
jr loop

.waitffb
ld b,#f5
halt
in a,(c)
rra
jr nc,waitffb + 2
ret

The resulting screen layout looks like:

(http://bitwise-systems.com/files/crtc_split.png)

Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 10:21, 01 March 16
Hem, i did as i said and stopped using r9 at 1 for the score board.
Now i can have a 31*4 char hud, even at the top.
And the sprites don't go over it.

[attachimg=1]


All your fantastic ways of setting hud with r9 at 0 are beyond my level (too complex)...
(and i thought that dma list were only for the psg...)
 :)

Title: Re: ghouls'n goblins gx4000
Post by: Ast on 11:52, 01 March 16
Try to use TotO's hud which is more beautiful than yours.
@TotO (http://www.cpcwiki.eu/forum/index.php?action=profile;u=290) : Can you help him for graphics or are you too busy ?
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 12:01, 01 March 16
In answer to both posts, you have to considerate the game as Work In Progress.
That means, all you see is not what you will get.  :-\

About the HUD, the informations are now at the good place. It is just a graphic update to acheive.
I think that is definitively not a priority... But yes, I will help if required.  8)

---

Try to use TotO's hud which is more beautiful than yours.
@TotO (http://www.cpcwiki.eu/forum/index.php?action=profile;u=290) : Can you help him for graphics or are you too busy ?

I actually wish the hero sprite was changed to something better... loved the game, even on the CPC, but I always hated that ugly mess!
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 13:21, 01 March 16
The graphics need to be redrawn by a true graphic artist.
If Toto agrees, it would be an honor to have such a graphist.
But it's a lot of work to get mode 0 graphics from the arcade "mode 1 pixels"...
So i was afraid to ask...
Title: Re: ghouls'n goblins gx4000
Post by: fano on 13:25, 01 March 16
But it's a lot of work to get mode 0 graphics from the arcade "mode 1 pixels"...
So i was afraid to ask...
Don't be afraid, first he loves to do that , second he already made some before, third he owns a great and very fast technic  :P 
Title: Re: ghouls'n goblins gx4000
Post by: xenon on 09:46, 03 March 16
Outstanding demo and project!  ;)

Regards,

Salva
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 15:57, 03 March 16
I tested dma prescale value at power on time.

These percentages are not accurate, but a "feeling" of how often this happens. I need to count up and work out a real percentage for each.

About 90% of the time dma channel 0 prescale is 0.
About 70% of the time dma channel 1 prescale is 0.
About 30% of the time dma channel 2 prescale is 0.

Damn it's not a simple thing.
Title: Re: ghouls'n goblins gx4000
Post by: geoanas on 06:56, 28 July 16
Awesome project ! Thanks for your work !
Title: Re: ghouls'n goblins gx4000
Post by: Ast on 02:22, 13 September 16
Xifos, do you go on your project or is it over? We want to know...
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 21:02, 17 September 16
Hi,




Things are going on...
Title: Re: ghouls'n goblins gx4000
Post by: ||C|-|E|| on 22:55, 17 September 16
It looks amazing!
Title: Re: ghouls'n goblins gx4000
Post by: Dr Tiger Ninestein on 23:09, 17 September 16
Nice one, looks awesome.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 10:43, 18 September 16
Thanks !

The 6 levels are done, the 7th (astaroth fight) in progress.
But it won't be released until i have TotO's agreement !
 ;)
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 10:58, 18 September 16
Thanks !

The 6 levels are done, the 7th (astaroth fight) in progress.
But it won't be released until i have TotO's agreement !
 ;)
I'm not sure that I was to me to agree about your videos. But, I will be pleased to see it.
Title: Re: ghouls'n goblins gx4000
Post by: ||C|-|E|| on 14:16, 18 September 16
Do you still require any help with the sprites or the tiles?  :)
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 14:23, 18 September 16
It's all right, TotO will help.
 :)

(if he's not angry)
Title: Re: ghouls'n goblins gx4000
Post by: Joseman on 16:41, 18 September 16
Weird question... how difficult would be port the game to classic cpc?

Enviado desde mi GT-N7100 mediante Tapatalk

Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 17:25, 18 September 16
Hard to say.
Classic cpc means no hardware sprites, no hardware fine scrolling, no cartridge...
It would be completely different.

(I like the original version of ghosts'n goblins on cpc old, even if gameplay elements are missing)
Title: Re: ghouls'n goblins gx4000
Post by: Joseman on 19:04, 18 September 16
Hard to say.
Classic cpc means no hardware sprites, no hardware fine scrolling, no cartridge...
It would be completely different.

(I like the original version of ghosts'n goblins on cpc old, even if gameplay elements are missing)
the problem is that the cpc version lacks a lot of levels :(

Enviado desde mi GT-N7100 mediante Tapatalk

Title: Re: ghouls'n goblins gx4000
Post by: TFM on 19:22, 20 September 16
Hi,
Things are going on...


Great work! Compliments to this. Very nicely done!!!  :) :) :)
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 19:52, 20 September 16
Thanks !
 :)

But some people seem to disagree...

I learned that someone else (a french guy like me) is doing the same thing : adapt ghosts'n goblins on cpc+
And he does not like my version at all (apparently he said that what i'm doing is shit)...
 :(

So do not be surprised if you see another version...
Title: Re: ghouls'n goblins gx4000
Post by: Skunkfish on 20:19, 20 September 16
He's probably annoyed that your version is better...
Title: Re: ghouls'n goblins gx4000
Post by: Phantomz on 20:37, 20 September 16
Thanks !
 :)

But some people seem to disagree...

I learned that someone else (a french guy like me) is doing the same thing : adapt ghosts'n goblins on cpc+
And he does not like my version at all (apparently he said that what i'm doing is shit)...
 :(

So do not be surprised if you see another version...

Don't worry about it! keep up the good work.  :) , there are always people like that, just ignore them.  ;)
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 22:09, 20 September 16
I learned that someone else (a french guy like me) is doing the same thing : adapt ghosts'n goblins on cpc+
And he does not like my version at all (apparently he said that what i'm doing is shit)...
So, don't listen that shit and continue your nice work...  8)
Title: Re: ghouls'n goblins gx4000
Post by: Puresox on 22:37, 20 September 16
Thanks !
 :)

But some people seem to disagree...

I learned that someone else (a french guy like me) is doing the same thing : adapt ghosts'n goblins on cpc+
And he does not like my version at all (apparently he said that what i'm doing is shit)...
 :(

So do not be surprised if you see another version...

Sorry to hear that , Hope you don't get disheartened by it.  Without wanting to preach . Just produce the best that you can do on it, A great deal of people will be glad of the effort . I suppose everyone is at different levels in there abilities and you may have got different levels of experience. You can only learn from it and seeing the project through to the end is the most important thing . If the guy wants to be a jerk about it and make it into a competition than that's a bit pathetic . I wouldn't give a care or what he's up to just make the game better than any other game you have produced before .   
Title: Re: ghouls'n goblins gx4000
Post by: Rhino on 23:12, 20 September 16
Thanks !
 :)

But some people seem to disagree...

I learned that someone else (a french guy like me) is doing the same thing : adapt ghosts'n goblins on cpc+
And he does not like my version at all (apparently he said that what i'm doing is shit)...
 :(

So do not be surprised if you see another version...

What TotO said.
And it has been a point to tell this issue here. So, if another version of the game is published, regardless of how good or bad it is, we'll all know the identity of that friendly and nice french guy. :)
Title: Re: ghouls'n goblins gx4000
Post by: roudoudou on 23:45, 20 September 16
Thanks !
 :)

But some people seem to disagree...

I learned that someone else (a french guy like me) is doing the same thing : adapt ghosts'n goblins on cpc+
And he does not like my version at all (apparently he said that what i'm doing is shit)...
 :(

So do not be surprised if you see another version...


you have to be careful with "someone told me"


keep up the good work!
Title: Re: ghouls'n goblins gx4000
Post by: GOB on 00:04, 21 September 16
The main thing is to have fun I think. So no matter what may be said. I think the key is to achieve what we wanted to do.
Title: Re: ghouls'n goblins gx4000
Post by: khisanth on 00:49, 21 September 16
Just found out about this and it looks bloody awesome! Great work !
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 09:26, 21 September 16

you have to be careful with "someone told me"


I just went to amstrad.eu chat now...
(it's public after all)
I had confirmation...

The important thing i wanted to say is that there will be another version, so people don't have to be surprised.
I am not asking to be defended or whatever.
Thanks for the ones supporting me.
Title: Re: ghouls'n goblins gx4000
Post by: arnoldemu on 09:56, 21 September 16
@Xifos (http://www.cpcwiki.eu/forum/index.php?action=profile;u=186):

Keep going. Show the other person you can finish the game and release it. That is a big thing to do.

Then you can show everyone how much fun your version is.

Then let @chinnyhill10 (http://www.cpcwiki.eu/forum/index.php?action=profile;u=984) and other game players do a nice comparison.

Remember it's not just about graphics and how close it is to the original, it's important about how good it is to play.

Comparison:
Double Dragon disk vs Double Dragon cassette ;)

Same game, differently programmed, play different. ;)
Title: Re: ghouls'n goblins gx4000
Post by: Golem13 on 10:23, 21 September 16
Xifos, please just stop lying in public area !!

If I don't like the adaptation, like level design destroying, or gameplay simplifications, it's my right. Because, some people asked me to tell what I think about the "other" gng project, some remarks was misunderstood.

Anyway I respect the accomplished work, like another coder on our fantastic 8 bits computer. I never said your work was " shit " like you seem tell here to everyone, in others very bad simplifications. There is no "animosity" between us, and the two projects are still alive.

Please stop rouse the crowd, just continue your work, forget what other people said about it, and specially me coz I am not impartial, I guess. Like roudoudou said : <you have to be careful with "someone told me">. I am definitively not the bad guy and you the good. If you want, we can speak directly -in french- to clarify the misunderstanding if there still is. Thanks 4 all.
Title: Re: ghouls'n goblins gx4000
Post by: TotO on 10:24, 21 September 16
I have read the chat for know...

Golem13 said his game will be better because:
- It will be really accurate to the arcade gameplay (that he know by heart as he had finished it with 1 life)
- He will not only use hard sprite, but soft too for improving the content
- ...

By the way, he said that he had better to not critical about a work in progress game that look better now... (that is not wrong)
And finaly, he does that to self motivate his work.

I think the subject is close. Just wait and see about those two games.
Title: Re: ghouls'n goblins gx4000
Post by: andycadley on 10:39, 21 September 16
More "real" GX titles is a good thing. If that includes two remakes of GnG, then I think we can all enjoy both.
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 10:54, 21 September 16
Xifos, please just stop lying in public area !!

If I don't like the adaptation, like level design destroying, or gameplay simplifications, it's my right. Because, some people asked me to tell what I think about the "other" gng project, some remarks was misunderstood.

Anyway I respect the accomplished work, like another coder on our fantastic 8 bits computer. I never said your work was " shit " like you seem tell here to everyone, in others very bad simplifications. There is no "animosity" between us, and the two projets are still alive.

Please stop rouse the crowd, just continue your work, forget what other people said about it, ans specially me coz I am not impartial, I guess. Like roudoudou said : <you have to be careful with "someone told me">. I am definitively not the bad guy and you the good. If you want, we can speak directly -in french- to clarify the misunderstanding if there still is. Thanks 4 all.

Ok that's enough.

End of project for me.
Title: Re: ghouls'n goblins gx4000
Post by: CraigsBar on 11:57, 21 September 16
Ok that's enough.

End of project for me.
Noooooo :(

Please finish this, it looks amazing!
Title: Re: ghouls'n goblins gx4000
Post by: ivarf on 12:09, 21 September 16
Ok that's enough.

End of project for me.

Please continue your game
Title: Re: ghouls'n goblins gx4000
Post by: Golem13 on 12:52, 21 September 16
Ok that's enough.

End of project for me.

??
I really do not understand your reaction. This is really the last thing I wanted and I was expecting.
I sincerely hope you will reconsider this very bad decision.

If I say things that hurt, I apologize sincerely.
Title: Re: ghouls'n goblins gx4000
Post by: reidrac on 16:36, 21 September 16
Ok that's enough.

End of project for me.

Well, I'm really nobody to provide advice here... but I think it would be a total shame if you abandon the project when is pretty clear that you really love what you are doing.

You're going to get all sort of feedback, good and bad; and sometimes even nonsensical comments that don't help and get to your nerves. And there's nothing you can do about it :)

Besides this is a remake of a well known game that lots of people love (and hate), so brace yourself because is not going to be easy.

Just do it for yourself, because you enjoy what are you doing.
Title: Re: ghouls'n goblins gx4000
Post by: Skunkfish on 16:47, 21 September 16
Please continue! The thought of playing not just one but two new versions of Ghosts 'n goblins had me really excited...

I thought the videos released so far looked great!
Title: Re: ghouls'n goblins gx4000
Post by: TFM on 18:35, 21 September 16
Isn't it great to have such a small scene and then everybody is just trying to fuck up anybody else? I'm so sick and tired of that!  :picard2: :picard2: :picard2: :picard2: :picard2: :picard2: :picard2:


What a great example we are!  :picard2: :picard2: :picard2: :picard2: :picard2: :picard2: :picard2:




Let's stop all this 'mine is bigger than yours' and focus forces all together on doing something good for the CPC and especially 6128 Plus. Come on, we're all out of the Kindergarten!!!
Title: Re: ghouls'n goblins gx4000
Post by: Puresox on 19:01, 21 September 16
Both doing the same game , no chance of a collaboration then? You both speak the same language , a good chance to make a spot on game . And pick up new ideas .
 I'm sure this is probably not viable , as you both probably have a strong sense of what you want to do .
  I can understand ,not wanting to deal with the competition aspect that  has come about , The whole idea of wanting to produce a game should be at least enjoyable and no one wants to be doing a game where you are just gonna feel stress and under pressure to please . At the very least I would just put it on the back burner do the thing when you feel enthused to do it . Let super dude bring his version out and just bring yours out when your pleased with the results .

 To give it up totally would do you no favours .
Complete the thing, you know it makes sense .
Title: Re: ghouls'n goblins gx4000
Post by: Puresox on 19:11, 21 September 16
Plus the fact you both are probably at different stages of your programming career.The worst you can be criticised for would be taking on a project that is beyond your experience .  I have no idea , i just appreciate programmers producing on the CPC . The worst thing we can do for the machine is knock other programmers. We want people learning new ways and producing more and more games .Each game better than the last.
Title: Re: ghouls'n goblins gx4000
Post by: GOB on 20:27, 21 September 16
I think to abandon the project is not a good reaction. Xifos spent time on his game and drop everything it is doing all this for nothing ... We must not give up but to continue to the end, for you first.
Title: Re: ghouls'n goblins gx4000
Post by: Rhino on 13:48, 22 September 16
Isn't it great to have such a small scene and then everybody is just trying to fuck up anybody else? I'm so sick and tired of that!  :picard2: :picard2: :picard2: :picard2: :picard2: :picard2: :picard2:


What a great example we are!  :picard2: :picard2: :picard2: :picard2: :picard2: :picard2: :picard2:




Let's stop all this 'mine is bigger than yours' and focus forces all together on doing something good for the CPC and especially 6128 Plus. Come on, we're all out of the Kindergarten!!!

I do not think the problem is the competition itself, nor do I think the competition is child's play. All sport is based on competition and most people we like sports.
The problems come from the lack of respect (or people feeling offended by feeling like disrespected).
Title: Re: ghouls'n goblins gx4000
Post by: Dizrythmia on 16:17, 22 September 16
Unfortunately this is the Internet, & you need to have thick skin to survive. Haters really are gonna hate & keyboard warriors will be able to say whatever they want without fear of retribution. You just have to ignore it & keep going. Anyone who provides any form of content on the Internet, whether they be writers, podcasters, YouTubers, coders, it doesn't matter. None of these people escape hateful, pointless criticism.


If everyone gave up when people on the Internet criticised them then we wouldn't have half of the amazing things we have now.
Title: Re: ghouls'n goblins gx4000
Post by: CraigsBar on 18:31, 22 September 16
Unfortunately this is the Internet, & you need to have thick skin to survive. Haters really are gonna hate & keyboard warriors will be able to say whatever they want without fear of retribution. You just have to ignore it & keep going. Anyone who provides any form of content on the Internet, whether they be writers, podcasters, YouTubers, coders, it doesn't matter. None of these people escape hateful, pointless criticism.


If everyone gave up when people on the Internet criticised them then we wouldn't have half of the amazing things we have now.
I could not have said that better myself!
Title: Re: ghouls'n goblins gx4000
Post by: Xifos on 22:27, 22 September 16
My apologies to Golem13.
I should not have reacted like this.

I don't think i will end this project, but not because of you making your own version.
I am tired for other reasons.

I wish you good luck.
Title: Re: ghouls'n goblins gx4000
Post by: Phantomz on 22:31, 22 September 16
My apologies to Golem13.
I should not have reacted like this.

I don't think i will end this project, but not because of you making your own version.
I am tired for other reasons.

I wish you good luck.

I hope you reconsider finishing your game, I for one am looking forward to playing it, I'm sure others are too.  8)
Title: Re: ghouls'n goblins gx4000
Post by: TFM on 22:54, 22 September 16
I don't think i will end this project, but not because of you making your own version.
I am tired for other reasons.


Take a break, but please finish it!  :)
Title: Re: ghouls'n goblins gx4000
Post by: khisanth on 00:25, 23 September 16
Don't give up, this is a great project that so many are really happy to see. Keep going!
Title: Re: ghouls'n goblins gx4000
Post by: kawickboy on 09:50, 28 September 16
Don't give up, and many people on french boards like cpcrulez or gamopat do have the same opinion.
Title: Re: ghouls'n goblins gx4000
Post by: amijim on 02:29, 20 January 17
Any news on the remake?I really believe we should also have a complete arcade version remake on our pluses.It used to be the best arcade platform conversion from the arcades .How can we help Xifos finishing the game?

Title: Re: ghouls'n goblins gx4000
Post by: Ast on 11:32, 20 January 17
Give Xyfos all the Time he need to finish.
Title: Re: ghouls'n goblins gx4000
Post by: kawickboy on 11:42, 20 January 17
The game preview made a strong impression at the French meeting Retro Gaming Connexion.
Title: Re: ghouls'n goblins gx4000
Post by: amijim on 13:02, 20 January 17
Ast is correct,i was waiting all these years for an easy sd cartridge,lets hope we will have the opportunity to play ghouls and ghosts gem in xifos edition,which kinda looks like arcade.Is it using any advantage of the plus version?Extra colors,wider palette,smoother scrolling?
Title: Re: ghouls'n goblins gx4000
Post by: Ast on 13:52, 20 January 17
Yes, it uses all Cpc Plus capabilities, hard scroll, hard sprites, Cpc Plus extended palette, Dma song player and so on....
This game Will only be available on cartridge format, so keep your C4Cpc hot!



Xifos : excuse me to answer before you!


Take notes that Golem13 is also working on a Gng version Too.
We will be very lucky to have 2 greats arcade conversions.
Remember, players will be winners.