A few years ago I found this interview (http://tacgr.emuunlim.com/interviews/daverogers.html) with J. Dave Rogers. And in it, there was one paragraph that has haunted me ever since;
QuoteWhat is your favourite tune that you wrote?
Netherworld, because of it's general weirdness. I was quite pleased with the middle bit, the way the 10-bar pattern looped. Most of my stuff contains bits like this, that depart from the bog standard multiples-of-four-bars that comprise 99% of popular music. You can probably blame this on my listening to Jethro Tull in the 60s :-) Other favourites are Zynaps (which, by the way, is not working properly on the Emulators!!! One channel is missing) and "Bear a Grudge", a Spectrum magazine covergame by Chris Wood.
My all-time _worst_ music was probably "G.l.Hero", but it was quite fitting really, a crappy tune for a crappy game. This one isn't working properly on the emulators either, but in this case I'm not bothered.
(
the important bit is in bold)
I have downloaded numerous copies of ZYNAPS over the years, and each one of them has silence on CHANNEL 2 (the middle one) during the eye-destroying title screen (*). However, if you download the JDR Music Disk, then all three channels play as expected. Initially, I thought it was an emulator problem, so I left it...
Emulators have been updated and re-programmed and most of them are pretty close to real hardware (
please, I don't want to start a flame war here; emulators are good for people like me without real hardware!), but still this problem remains.
So, I looked into it. And, eventually, I present to you ZYNAPS on .dsk with three channel music on the title screen. (Attached!)
(
If this fix already exists, then please tell me so I can delete this thread! Thanks!)
- JTMS... (#1 JDR fan!)
(* Can someone reprogram the rasters so INK 0 & the BORDER doesn't flash with the raster-bars? I'm sure that's what it was supposed to look like!)
Quote from: tastefulmrship on 14:44, 11 October 11
So, I looked into it. And, eventually, I present to you ZYNAPS on .dsk with three channel music on the title screen. (Attached!)
Nice work. More importantly, how did you do it...?
Quote from: tastefulmrship on 14:44, 11 October 11
(* Can someone reprogram the rasters so INK 0 & the BORDER doesn't flash with the raster-bars? I'm sure that's what it was supposed to look like!)
Looks like the rasters aren't real rasters but are colour swapping ones. So you'd have to change the background to another INK, and there might not be enough left...
Quote from: tastefulmrship on 14:44, 11 October 11
A few years ago I found this interview with J. Dave Rogers.
Strange or funy , I have just read this interview last week ! And I was intrigued by this sentance too...
But, after seen the interview date (1998) I have trough it was because old emulators was not accurate for sound at this time.
But you said this bug remain today !? :o
Thank you for the fixed version, I'll listen that this evening. :)
Ah bugger! It looks like the CP/M version on CPC-Power works perfectly, too!
http://www.cpc-power.com/index.php?page=detail&onglet=dsk&num=148 (http://www.cpc-power.com/index.php?page=detail&onglet=dsk&num=148)
It's just the cracked versions online that are messed-up!
Oh, well! Can't win 'em all, eh?
Better to have your version, on the !CPM startable version you can't use any other bit of the disc. But on your version one can use the space :-)
Great work!!! And now get a real 6128 ;-)
Quote from: redbox on 14:59, 11 October 11
More importantly, how did you do it...?
To be honest, there's nothing wrong with the game on TAPE or (as I've found out today) CP/M. The problem lies with the original ZYNAPS crack that all of the
.dsk files are based on. It turns out, it's 4k shorter than the original TAPE file, so some of the music data was missing (along with other stuff, maybe). All I did was re-rip it and saved it to a new
.dsk file.
I then adjusted the original crack loader program. Simples!
Quote from: redbox on 14:59, 11 October 11
Looks like the rasters aren't real rasters but are colour swapping ones. So you'd have to change the background to another INK, and there might not be enough left...
The fact that the bars are never dead-straight makes me think they're CRCT calls rather than palette switching (there are OUTs at &6D60). My knowledge of rasters & CRCT is
very limited, but I can see that BC is set to &7F10 (screen, INK 16?) at &6D42.
Quote from: TFM/FS on 16:31, 11 October 11
And now get a real 6128 ;-)
Yeah, still working on that! ^_^
Quote from: tastefulmrship on 16:54, 11 October 11
The fact that the bars are never dead-straight makes me think they're CRCT calls rather than palette switching (there are OUTs at &6D60). My knowledge of rasters & CRCT is very limited, but I can see that BC is set to &7F10 (screen, INK 16?) at &6D42.
To change a colour using the hardware, you make two outs in the Gate Array Port ($7Fxx), with the first out you select one of the 15 pens ($00-$0F) and if you want to change the border you send the colour index 16 ($10). The second out is to select the colour.
And example:
10 OUT &7F00,&10
20 OUT &7F00,rnd * 27 + &40
30 GOTO 10
Quote from: SyX on 17:01, 11 October 11
To change a colour using the hardware, you make two outs in the Gate Array Port ($7Fxx), with the first out you select one of the 15 pens ($00-$0F) and if you want to change the border you send the colour index 16 ($10). The second out is to select the colour.
And example:
10 OUT &7F00,&10
20 OUT &7F00,rnd * 27 + &40
30 GOTO 10
So setting C to &10 at &6D42 is setting the new colour to go to BORDER (&7F00,&10).
Ok... I might change that to &00 and see if it fixes that eye-destroying screen! Thanks again, sir!
EDIT: Ok, ok. So you could effectively add those OUT commands to a decompressor routine to make it look like a C64/Amiga depacker routine. Nice.
EDIT2: Oooh... new toy!! Try this;
OPENOUT "d"MEMORY &EFFLOAD "ZYNAPS .GAM",&F00POKE &6D45,&02POKE &6D64,&00POKE &6D65,&00POKE &6D66,&00POKE &6D67,&00CALL &9000
Really Nice!!! :D :D :D
Sir, i strongly urge you to make a DSK with your "Pokemon Not Seizure" patch :D
Quote from: SyX on 18:27, 11 October 11
Sir, i strongly urge you to make a DSK with your "Pokemon Not Seizure" patch :D
As requested... (attached)
However, I wouldn't mind working out how to remove the top/bottom section of the raster. The code uses the STACK to run through a section of memory, making the addition of a blank (&40) first and last difficult. Any ideas, anyone?
Quote from: tastefulmrship on 16:54, 11 October 11
All I did was re-rip it and saved it to a new .dsk file.
Did you transfer it from tape using a utility or did you do it yourself? If the latter, did you have to break any copy protection?
Quote from: tastefulmrship on 18:38, 11 October 11
The code uses the STACK to run through a section of memory, making the addition of a blank (&40) first and last difficult. Any ideas, anyone?
Can't look at the code right now, but it seems a bit of overkill to read this data from the stack as that is usually used as an optimisation.
Are you sure it's not just reading it from a table? If it is, you could relocate the table somewhere with more room and change the pointer to it quite easily.
Quote from: redbox on 19:21, 11 October 11
Did you transfer it from tape using a utility or did you do it yourself? If the latter, did you have to break any copy protection?
ZYNAPS, EXOLON & NEBULUS were the first games I ever cracked in the 80s. Those early HEWSON games used a headerless tape loading system (CAS_READ &BCA1) as protection. Simply load the data in, then save as normal to disk.
Oh yeah, stack pointer. Weird way of doing it.
I like your non-seizure version and think that's much better anyway :)
Maybe the filename should be changed to denote some change...
Quote from: Gryzor on 19:47, 11 October 11
Maybe the filename should be changed to denote some change...
The change is hardcoded, hence the new .dsk file. I could make some kind of menu if you want, so it's possible to choose whether you want to have an epileptic fit or not.
I liked the psychedelic effect of the original, but the striped logo one is really cool, too...
A menu to choose the version would be nice.
Quote from: tastefulmrship on 20:07, 11 October 11
The change is hardcoded, hence the new .dsk file. I could make some kind of menu if you want, so it's possible to choose whether you want to have an epileptic fit or not.
Sorry, I meant the dsk filename, not the file *within* the dsk. Something like "Zynaps (1987)(Hewson Consultants)(audio fix).dsk"...
Quote from: Ythcal on 04:48, 12 October 11
I liked the psychedelic effect of the original, but the striped logo one is really cool, too...
A menu to choose the version would be nice.
I prefert two distinct versions. Original and patched.
I have always trough that was an original display bug and it may have to look like it's now.
Thank you again for my eyes ! :D
Quote from: Gryzor on 07:23, 12 October 11
Sorry, I meant the dsk filename, not the file *within* the dsk. Something like "Zynaps (1987)(Hewson Consultants)(audio fix).dsk"...
Well, to be honest I think it should just be "
Zynaps (1987)(Hewson Consultants).dsk" as the original cracked
.dsk files are corrupt in some way. This version is a direct rip from the
.cdt version on CPC-Power. All I did was tack it to the end of the cracked loader. Maybe that needs to be removed as well...
Quote from: TotO on 07:54, 12 October 11
I prefert two distinct versions. Original and patched.
I have always trough that was an original display bug and it may have to look like it's now.
If you look at the C64 version, you can see the copper bars around the logo, like ours, but the border is black. I think this is what the original coders were trying to get... instead they created the first Amstrad CPC epilepsy trigger.
Commodore 64 version of ZYNAPS (1/3, but this shows the title screen)
C64 Longplay - Zynaps Part 1/3 (http://www.youtube.com/watch?v=6EZr48QPOb4#)
In this case, why the CPC programmer do not kept a small strip height centered behind the logo ?
It look like a filling cycling color but not at the good place. (unlike your patch does nicely)
I always think (too) the title stay no enough time on screen. (5 seconds alterning with hi-scores table).
By viewing the C64 version on your link, I can see the title screen during 20 seconds... It's more apreciate.
Finaly, is-it possible to get something like "15s title / 5s scores" (timing to test) ? And it will be perfect. :)
(notice that I don't ask for a runing demo :D )
Dumb programming question #64731;
I'm using &BB06 or &BB18 to capture keypresses, which returns ASCII to 'A', but how can I force upper or lower case characters in 'A' from either firmware call other than comparing against all possible characters?
In other words, how do you code A$=LOWER$(INKEY$) in assembler?
Something like this, only with more checks if need be?
call &bb18
cp a,97
jr nc,LowerCase
; is not lower case
add a,32
. LowerCase
; is now lower case, or rubbish if it wasnt a letter :)
I had a quick think about this and wrote the following:
org &8000
call &bb18 ; get key input
add 32
jp m,was_lowercase ; is it over 128? then A is already lowercase
jr print_it ; otherwise we've converted it, so just print it
was_lowercase: sub 32 ; deduct the 32 we added earlier
print_it: call &bb5a ; print it
ret
This will convert the whole uppercase alphabet (any input in that range) to lowercase, and if it's already lowercase then it will leave it alone.
It works because if the input is lowercase, the ASCII for "a" starts at 97. Therefore if you add 32 to it, it will be 129 which is over 128.
The JP M command checks for the sign flag (i.e. is the number over 128) and creates a conditional jump based on this.
Thanks for your responses, guys! It's always useful to have differing versions of the same routine in my, slowly increasing, library! ^_^
Here's a clean-rip of ZYNAPS, making it look as close to the TAPE version as I could. It also contains a few cheats as well, just to round it all off. I am missing the INFINITE LIVES cheat because it stops you from progressing to the next level; it just replays level 1 over and over.
(Attached)
@TotO
I'm still looking into extending the logo duration, but I think it's connected to the highscore table, too. Which will mean we'll get 20 seconds of rastered-logo followed by 20 seconds of highscore table! But don't quote me on that just yet!
Nice version.
I don't think the initial "LOADING : ZYNAPS" is needed though...? And you didn't compress the loading screen :P
I see you went for Axelay's solution in your code as you're only checking for Y or N inputs :)
Quote from: redbox on 12:33, 12 October 11
Nice version.
I don't think the initial "LOADING : ZYNAPS" is needed though...? And you didn't compress the loading screen :P
I wanted it to look like the original in as many ways as possible ("LOADING : ZYNAPS", full screen size, LDIR from &4000 to &C000)... and there's still 123K left on the disk!
Actually, I was going to see if I could compress both the screen and code, but I need to work on those compressors a little more and see which one can cope with compressing to &0F00-&A000.
Then modify the decompression code slightly to have c64/Amiga style borders! I realise this will slow down decompression, but it would look funky!
Quote from: redbox on 12:33, 12 October 11
I see you went for Axelay's solution in your code as you're only checking for Y or N inputs :)
To be honest, when I was writing the key-press section of code his was the only one posted. I only saw yours when I was posting the finished product. But yours in my library and will come in handy when I get round to doing my text adventure parser.
Quote from: tastefulmrship on 12:40, 12 October 11
I wanted it to look like the original in as many ways as possible ("LOADING : ZYNAPS", full screen size, LDIR from &4000 to &C000)... and there's still 123K left on the disk!
Didn't realise that message was on the original, and see why you've kept it now.
I know you don't need to compress loading screens etc these days, but I like it because it's in keeping with the old school way of cracking when disc space was at a premium :)
I compressed the loading screen with Exomizer (just for fun) which is only &c5b in length which includes the decruncher and buffer:
Quote from: redbox on 13:08, 12 October 11
I compressed the loading screen with Exomizer (just for fun) which is only &c5b in length which includes the decruncher and buffer:
And here's the result... now we have 137K left on disc! ^_^
Quote from: tastefulmrship on 13:27, 12 October 11
And here's the result... now we have 137K left on disc! ^_^
Haha, that's cool.
I compressed the main game as you asked about doing it with a file the size of this one. It compressed to about 22kb with Exomizer.
You need to assemble it and then CALL &A002 to start. The reason for the location of the data and decruncher is explained in the Exomizer wiki page (http://www.cpcwiki.eu/index.php/Exomizer) under the decompression section.
Quote from: redbox on 13:48, 12 October 11
You need to assemble it and then CALL &A002 to start. The reason for the location of the data and decruncher is explained in the Exomizer wiki page (http://www.cpcwiki.eu/index.php/Exomizer) under the decompression section.
Wow! That's simply amazing!
Here's the full result made a little smaller by only having the decompressor routine in one location. (Attached!) It leaves a whopping 152K left on disc! I wonder how small we could make it using PACKFIRE?
I thought about single-filing this, but that kinda defeats the object of having a loading screen!
I'm undecided whether I prefer the psychedelic screen or not... both are nice :)
Also: Zynaps. @ 4kb and Zynaps.gam @ 22kb, that's just crazy! At these sizes you can have awesome compilations on single disks...
Quote from: Gryzor on 14:51, 12 October 11
Also: Zynaps. @ 4kb and Zynaps.gam @ 22kb, that's just crazy! At these sizes you can have awesome compilations on single disks...
Potentially, the whole of the HEWSON collection in one
.dsk file! And, of course, someone to produce a decent cracktro-menu system!
Heh, lovely idea indeed...
Quote from: tastefulmrship on 15:00, 12 October 11
Potentially, the whole of the HEWSON collection in one .dsk file! And, of course, someone to produce a decent cracktro-menu system!
How many games ? I coun't height:
Nebulus, Netherworld, Cybernoid, Cybernoid II, Deliverance, Stormlord, Urinium, Zynaps.
I got my idea for a nice menu selection... I'll make some try.
Quote from: TotO on 09:00, 12 October 11
Finaly, is-it possible to get something like "15s title / 5s scores" (timing to test) ? And it will be perfect. :)
I have found where the 'timing' is set for each 'screen' (for interest; &8000 Hiscores, &C000 title screen), and it is located within the routine from &63A9 (Highscore screen). There's a LD B,&FF at &63B6, then it calls the rasters, music and keybaord routines and B is then DJNZ-ed. Once B hits 0, the code moves to &62E8 where the title logo is shown. (&62F5 has a similar LD B,&FF)
Now, it's possible to decrease the Hiscore screen time, but I cannot work out how to increase the logo screen time. LD B,&FF takes two bytes, but LD BC,&01FF takes three. Does anyone have any ideas or are we stuck?
Quote from: TotO on 15:32, 12 October 11
How many games ? I coun't height:
Nebulus, Netherworld, Cybernoid, Cybernoid II, Deliverance, Stormlord, Urinium, Zynaps.
I got my idea for a nice menu selection... I'll make some try.
Infact, they did the following;
City Slickers, Dragontorc of Avalon, Firelord, Fantasia Diamond, Cybernoid, Cyernoid II, Eliminator, Exolon, Impossaball, Marauder, Maze Mania, Nebulus, Netherworld, Ranarama, Stormlord, Stormlord 2, Technician Ted, Uridium, Zynaps, Air Traffic Control, Southern Belle & Supercup.
Maybe two
.dsks, then?
Quote from: tastefulmrship on 15:45, 12 October 11Now, it's possible to decrease the Hiscore screen time, but I cannot work out how to increase the logo screen time. LD B,&FF takes two bytes, but LD BC,&01FF takes three. Does anyone have any ideas or are we stuck?
Stop me if I'm wrong but is-it possible to change the timer interval from 5s to 15s and then decrease the score value to match 5s ?
QuoteInfact, they did the following;
City Slickers, Dragontorc of Avalon, Firelord, Fantasia Diamond, Cybernoid, Cyernoid II, Eliminator, Exolon, Impossaball, Marauder, Maze Mania, Nebulus, Netherworld, Ranarama, Stormlord, Stormlord 2, Technician Ted, Uridium, Zynaps, Air Traffic Control, Southern Belle & Supercup.
Maybe two .dsks, then?
Ouch!!! So productive ?
May be two discs by release dates... Or hits on the first and shits on other! :-\
Quote from: tastefulmrship on 15:45, 12 October 11
I have found where the 'timing' is set for each 'screen' (for interest; &8000 Hiscores, &C000 title screen), and it is located within the routine from &63A9 (Highscore screen). There's a LD B,&FF at &63B6, then it calls the rasters, music and keybaord routines and B is then DJNZ-ed. Once B hits 0, the code moves to &62E8 where the title logo is shown. (&62F5 has a similar LD B,&FF)
Now, it's possible to decrease the Hiscore screen time, but I cannot work out how to increase the logo screen time. LD B,&FF takes two bytes, but LD BC,&01FF takes three. Does anyone have any ideas or are we stuck?
Copy that little loop (LD B,... RET) to a free ram zone ($0048 looks nice), use BC how counter (LD BC, ... DEC BC / LD A,B / OR C/JR NZ,) and in the LD B,$FF put a JP to your patch ;)
Quote from: SyX on 16:06, 12 October 11
Copy that little loop (LD B,... RET) to a free ram zone ($0048 looks nice), use BC how counter (LD BC, ... DEC BC / LD A,B / OR C/JR NZ,) and in the LD B,$FF put a JP to your patch ;)
Done and done! Thank you, sir!
(attached)
FYI; the logo stays on screen for 25 seconds, the highscore stays on the screen for 5 seconds.
I've used the clean version, instead of the compressed version, but I will change that as well for the complete HEWSON collection. EDIT: Done and done again! (attached!)
Really nice!!! :)
The only problem is that i can not load Zynaps from B drive, but the fix is really short, i use this (only the $BE7D Amsdos variable is important, but somebody can find helpful the rest of code):MC_START_PROGRAM EQU $BD16
TXT_VDU_ENABLE EQU $BB54
TXT_VDU_DISABLE EQU $BB57
KL_ROM_WALK EQU $BCCB
start
; Save the disk drive number used to load the program
LD HL,($BE7D)
LD A,(HL)
LD (disk_drive + 1),A
LD C,$FF ; Disable the roms
LD HL,real_start ; Real start address for the program
CALL MC_START_PROGRAM ; RUN program
real_start
CALL TXT_VDU_DISABLE ; Disable messages from firmware while initializing the ROMs
CALL KL_ROM_WALK ; Reinitialize the roms (not only the rom 7, because for example i have ParaDOS in the rom position 6)
CALL TXT_VDU_ENABLE ; Enable messages from firmware again
; Set the active disk drive at the used to load this program
disk_drive
LD A,0
LD HL,($BE7D)
LD (HL),A
.
.
.
Quote from: SyX on 18:36, 12 October 11
Really nice!!! :)
The only problem is that i can not load Zynaps from B drive, but the fix is really short, i use this (only the $BE7D Amsdos variable is important, but somebody can find helpful the rest of code):
Ok, I'm having a bit of trouble getting drive B to work on WinAPE. Infact, no disc I "insert" seems to work, each one fails!
My .ini looks ok and the .dsk works in A. *confused* EDIT: Removed ParaDOS from ROM7 and now it works again!
That is normal, ParaDOS view by default the B drive how a 3"1/2 disk drive (double side and 80 tracks). You can change that using the rsx |DRIVE in configure > disk option ;)
Ok, added that code and it seems to work on drive B.
Also, I reset the logo/hiscore timer for psychedelic mode. The new timer only works in raster-logo mode!
(... attached!)
Quote from: tastefulmrship on 14:13, 12 October 11
Here's the full result made a little smaller by only having the decompressor routine in one location. (Attached!) It leaves a whopping 152K left on disc! I wonder how small we could make it using PACKFIRE?
I thought about single-filing this, but that kinda defeats the object of having a loading screen!
It's good to see that people are using my tutorial already! :D
You should easily be able to fit both the title screen and game into one file. Just decompress the screen to &C000 (I don't worry about trying to stay as close to the original loader as possible!), then decompress the game (you don't need to worry about the compressed screen data any more).
Quote from: tastefulmrship on 19:18, 12 October 11I reset the logo/hiscore timer for psychedelic mode. The new timer only works in raster-logo mode!
Wise decision. :)
Excellent work!!! :D
If you don't mind, i will send it at my friend Bruno of CPC Power, because there isn't a crack for Zynaps there ;)
Only add your signature, hidden or visible as you prefer ;)
Quote from: SyX on 19:45, 12 October 11
If you don't mind, i will send it at my friend Bruno of CPC Power, because there isn't a crack for Zynaps there ;)
Only add your signature, hidden or visible as you prefer ;)
Well, the code includes a lot written by yourself, axelay and redbox as well as ideas from TotO and a lot of other people here. It might be easier to say it's a CPC-Wiki community crack!
Quote from: SyX on 19:45, 12 October 11If you don't mind, i will send it at my friend Bruno of CPC Power, because there isn't a crack for Zynaps there ;)
Please, test the game to the end (bug free) before releasing on CPC Power ! :)
(I run it with invulnerability on WinAPE and I find it with a "crached screen" when I came back 2 hours laters)
Quote from: tastefulmrship on 19:48, 12 October 11It might be easier to say it's a CPC-Wiki community crack!
I agree.
Quote from: TotO on 19:58, 12 October 11
Please, test the game to the end (bug free) before releasing on CPC Power ! :)
(I run it with invulnerability on WinAPE and I find it with a "crached screen" when I came back 2 hours laters)
I played it with invulnerability earlier (before all the compression & drive stuff was added) & got though all the levels before they wrapped-around and I gave up & quit. It might be a good idea to have the original TAPE version running for 2 hours as well, just to see if the original has the same problem with extended playtimes.
EDIT: The CP/M version on CPC-POWER doesn't work in drive B, but is that a CP/M problem?
EDIT2: Ah, double dang it! More working ZYNAPS versions.
http://cpcrulez.fr/GamesTest/zynaps.htm (http://cpcrulez.fr/GamesTest/zynaps.htm)
Quote from: tastefulmrship on 20:10, 12 October 11
EDIT2: Ah, double dang it! More working ZYNAPS versions.
http://cpcrulez.fr/GamesTest/zynaps.htm (http://cpcrulez.fr/GamesTest/zynaps.htm)
Ah, but your final one is a really polished crack, well done, nice work there.
And you got to grips with how Exomizer works with large files :)
Quote from: tastefulmrship on 20:10, 12 October 11The CP/M version on CPC-POWER doesn't work in drive B, but is that a CP/M problem?
Yes. It's unfortunately impossible to run a CP/M disk on B drive.
It seem to be hardcoded... When you launch |CPM after a |B command, the CPC try too boot the disc on A:
Nobody for fixing this "ROM" problem ? :D
Quote from: TotO on 10:03, 13 October 11
Nobody for fixing this "ROM" problem ? :D
Looks like the reset at &c1f5 in the AMSDOS ROM is the possible culprit:
;; boot CPM
c1dc 3100c0 ld sp,$c000
c1df fd2148ac ld iy,$ac48
c1e3 1133ad ld de,$ad33 ;;ENTER FIRMWARE
c1e6 01a500 ld bc,$00a5
c1e9 cdafca call $caaf ; clear memory
c1ec 2141ad ld hl,$ad41
c1ef 35 dec (hl)
;; setup IOBYTE
c1f0 3e81 ld a,$81
c1f2 320300 ld ($0003),a
;; reset user number/drive number
c1f5 af xor a
c1f6 320400 ld ($0004),a
c1f9 2133c0 ld hl,$c033 ; initialise extended jumpblock
c1fc 1180be ld de,$be80 ; start of CP/M 2.1 extended jumpblock
c1ff 013f00 ld bc,$003f
c202 edb0 ldir
c204 cdc0c0 call $c0c0
c207 cdddc5 call $c5dd ; setup default settings
;; load boot sector
c20a 0e41 ld c,$41 ; sector id
c20c 110000 ld de,$0000 ; track 0, drive 0
c20f 210001 ld hl,$0100 ; load address
c212 cd66c6 call $c666 ; BIOS: READ SECTOR
c215 dcacc2 call c,$c2ac ; if loaded ok, check data is different
c218 300a jr nc,$c224 ; if loaded ok and data is the same,
; or failed to load, then report error
;; start execute sequence
c21a eb ex de,hl ;; DE = $100
c21b 017fc1 ld bc,$c17f ;; CP/M BIOS CALLS
c21e 3133ad ld sp,$ad33 ;; set CP/Ms stack (starts before jumpblock)
c221 c377c1 jp $c177 ;; start CP/M - DE = execution address
Ok, to wrap this all up, here's a single file version of the compressed ZYNAPS (26kb). (attached)
Press [SPACE] at the loading screen to continue.
EDIT#1: Left the new ZYNAPS playing and it crashed after about 2hr 30mins with NO COLLISION DETECTION & STRIPY LOGO modes on.
Quote from: tastefulmrshiphere's a single file version of the compressed ZYNAPS (26kb). Press [SPACE] at the loading screen to continue.
We have to press space on the original too ?
At the first read, I have trough it was necessary to press space at the loading screen to display cheats, else it look like the uncracked version... (may be, I have hoped :P )
Quote from: tastefulmrshipLeft the new ZYNAPS playing and it crashed after about 2hr 30mins with NO COLLISION DETECTION & STRIPY LOGO modes on.
OK. Nobody have played the original version during 2h30 to see that ? ;D
Quote from: TotO on 12:05, 13 October 11
We have to press space on the original too ?
At the first read, I have trough it was necessary to press space at the loading screen to display cheats, else it look like the uncracked version... (may be, I have hoped :P )
You don't need to press [SPACE] on the previous versions as loading the game file was a long enough pause, so you can enjoy the loading screen before the cheats messages appear.
Quote from: TotO on 12:05, 13 October 11
OK. Nobody have played the original version during 2h30 to see that ? ;D
I'm still trying to get MultiFace to POKE without it crashing everything. I think I'll just give in and patch the loader file instead.
EDIT#1: If someone else wants to try on the TAPE version (or maybe even on real hardware with real TAPE!) here's a scrappy patch to insert NO COLLISION DETECTION.
Load the LOADER file at &4000 then run this assem;
org &be80
ld hl,Start
ld (&414e),hl
jp &4000
.start
ld a,&c9
ld (&565d),a
jp &9000
EDIT#2: The TAPE version suffered from a graphical glitch at around 2hrs 40mins where the big, red boss guy was a bunch of corrupt pixels, then half-way through the next level the game crashed and died!
EDIT#3: Anyone want to start on the next game? No?
Just for fun... (not finished)
Groooooooooooooooooooooooovy!!! 8)
A PAINTSHOP PRO resize version of the Atari ST loader... in 160x200x16 and as close to CPC colours as I could get (except for 14, but I can do a proper CPC version in seconds if required!)
EDIT: .dsk attached! The picture needs a lot of retouching and palette work, but it's quite nice.
If you need help to add the FANTABULOUS overscan picture of TotO, only tell me ;)
PD: It's great seen threads as this, with a lot of collaborations and feedback of everybody. Fantastic Work People!!!
Finaly , you are going to redo everything around the game :laugh:
Why not using a great and recent game engine with theses great graphics, sound and game content... ...hum forget about this :P
was thinking to a fresh new R3 based engine that would fit perfectly with Zynaps gameplay and i am pretty sure there are here programmers who would be interested to do something with this engine
The rasters problem was still bugging me and (at 00:03 last night) I decided to try to fix it. And here's my final 5 minutes on this fecking game! (I never thought I'd be saying this, but I'm fed up with ZYNAPS, its title screen and that music!)
Load ZYNAPS.GAM (uncompressed) to &F00
Asssemble this in MAXAM/WinAPE;
org &655a
call &0048
org &0048
.Addr6d18 ld hl,&0200
inc hl
ld a,(hl)
cp &54
jr nz,Addr6d25
ld hl,&0200
ld a,(hl)
.Addr6d25 ld (Addr6d18+1),hl
ld (Addr6D58+1),a
call &6d8d
push hl
call &6945
pop hl
ld bc,&0207
.Addr6d36 dec bc
ld a,b
or c
jr nz,Addr6d36
nop
nop
ld (&6da0),sp
ld b,&7f
ld c,&10
ld sp,&2000
ld sp,&0300
.Addr6d4c xor a
pop de
ld a,d
and a
jp z,Addr6D75
ld (Addr6d6e),a
ld a,e
cpl
.Addr6d58 and &00
ld d,a
ld a,e
and (hl)
or d
ld d,a
xor a
out (c),c
out (c),d
out (c),a
out (c),d
ld e,&02
.Addr6d6a dec e
jp nz,Addr6d6a
.Addr6d6e dec sp
nop
nop
nop
nop
nop
jp Addr6d4c
.Addr6d75 ld sp,(&6da0)
ld d,&54
ld b,&7f
ld c,&10
xor a
out (c),c
out (c),d
out (c),a
out (c),d
ret
Then CALL &9000. (That's it! I am done with this game! I'm doing no more!)
FYI
The reason why I'm just posting the code and not updating the .dsk files like a 15 year-old touching his first boobie is because it doesn't look as good as I had hoped. It looks messy and wrong and I don't like it!
@fano & @TotO
If you guys are going to do a remake (or update) of ZYNAPS, could you please emulate the C64 'overlapping' copper bars for the title screen? And please, please make the collision detection a lot more forgiving! Ta and good night! I wish you both luck!
Quote from: tastefulmrship on 08:22, 14 October 11@fano & @TotO
If you guys are going to do a remake (or update) of ZYNAPS, could you please emulate the C64 'overlapping' copper bars for the title screen? And please, please make the collision detection a lot more forgiving! Ta and good night! I wish you both luck!
As i said there is already a good engine that makes correct collisions (especially with this field effect on landscape) , i was speaking half seriously because totO and myself still have to finish R-Type ;)
The message was not for ourselves , "comprenne qui voudra" ;D
Yes, it will be nice to use the Axelay R3-Engine in a next step.
Now, this project must stay CPC Wiki and I hope some peoples "add his stone to the edifice".
What is done or can be do:
- Cracks
- Audio bug
- Title screen logo and timings
- Splash screen
- C64 music on splash
- R3-Engine scrolling
- Redraw bottom interface
- Redraw background maps
- Redraw sprite animations
- Adjusting SFx to sound better
- Restoring running demo
- Restoring ending
EDIT:
When I use the "fixed logo+timing" instead of the "psychedelic one", the game crash on the hi-score table.
Quote from: TotO on 08:44, 14 October 11
EDIT:
When I use the "fixed logo+timing" instead of the "psychedelic one", the game crash on the hi-score table.
Yeah... it looks like &0048 is used by the Highscore Table! Ooops!
The same happens with the other code, too!
Need to find somewhere else to put it, then!
EDIT#1:
There's a huge blank area at &1D4E (possibly level data?). Try relocating the raster patch there and running a clean game and then a no collision game. I don't know what that section is used for, if anything!
EDIT#2: Do we really need the commodore 64 music? I always prefered ours (no offence to
Jeroen Tel Nigel Grieve, sorry I've been doing some CYBERNOID 2 stuff in EXOMISER and I got mixed up!).
EDIT#3: Yep! Level data at &1D4E! Dang it! I can't find anywhere else in memory for it... looks like another failure from me! *hurrah*
Quote from: tastefulmrship on 09:30, 14 October 11Do we really need the commodore 64 music? I always prefered ours (no offence to Jeroen Tel)
The Dave Rogers music sound better and must stay on the title screen. (no offense & no sacrilege :D )
I'm speaking about adding the C64 theme to the "loading screen".
Played with the loading screen, too...
Flipscreen for CPC+:
(Sorry, no showing code yet, just load 1 .SCR and call &c7d0 to set palette...)
Nice but CPC+ can't display more than 16 colors... :'(
I take time for adding some lights effects and finish the down-right background. :)
EDIT: Wrong image palette... File updated.
Quote from: TotO on 13:06, 14 October 11
Nice but CPC+ can't display more than 16 colors... :'(
These are 2 16 colour screens ;) But flipped they look like more colours.
I count more that 32... And PSP said 81 ! ;D
EDIT: Sorry I misunderstand.
Logical...
But download the zip file, put both SCR onto 1 DSK, extract the palette (You'll get it with CALL &C7D0) and add a flipping-code (Flip the images @ 25hz)
Should look best on a real CPC+ ;)
Here's one of the 2 flip images:
Quote from: tastefulmrship on 09:30, 14 October 11Yep! Level data at &1D4E! Dang it! I can't find anywhere else in memory for it... looks like another failure from me! *hurrah*
I think you have to patch... YOU! ;D
Quote from: TotO on 14:32, 14 October 11
I think you have to patch... YOU! ;D
Yeah, tried that before but it didn't stick... had to restore to a previous version! Infact, my firmware hasn't updated properly since I was 15!
Here the 3rd wip version, with adding some details and logo. :)
I'm sure you all groaned at TotO's suggestion of using the Commodore 64 title music for the loading screen, as you all knew I'd get my grubby little claws into it and do a 'crapola' version! And, you were all dead right!
I've stuck all of DevilMarkus's files onto a .dsk as well as my 15 second PPS-resize version.
To see my crapola screen and my crapola music, type RUN"ZYNAPS01". You can also view DevilMarkus's screens as well, which I'd recommend as they're much better than mine!
@TotO
Feel free to add your overscan picture to the .dsk as you update it.
@Anyone else
If you have a ZYNAPS loading screen you want to add, then please do! No-one's done a MODE5 version of the Speccy loading screen yet! Or the Commodore 64!
Whats about MODE 1 for Old CPC's?
Or MODE 1 flipped... (flipping @ 25hz would look like Amiga's interlace mode)
Deinterlaced:
Quote from: tastefulmrshipI'd get my grubby little claws into it and do a 'crapola' version!
It's a really nice version for a splash screen, who is no more dumb.
Congratulations !!! 8)
Quote from: tastefulmrshipNo-one's done a MODE5 version of the Speccy loading screen yet!
I laugh alone in the supermarket. :laugh:
Quote from: Devilmarkus on 15:37, 15 October 11
Whats about MODE 1 for Old CPC's?
The first (with ordered dithering) look better.
Now, for me it's a "speccy" screen like... CPC games got it, because no real conversion was done.
Slightly off-topic, but here's an Exomizer-crunched clean-rip of CYBERNOID 2.
I've been working on this for THREE days now & I've only just found out why it didn't work. I've re-crunched, re-ripped and re-assembled all to no avail! Until I noticed LD BC,(DataEnd-DataStart) right at the end of the code! Dang you, brackets! >:(
This isn't finished, as I would like to add CHEATS and (if possible and with permission) the CPC+ patch, but I think I've got the hang of Exomizer now, thanks to this little page (http://cpcwiki.eu/index.php/Exomizer) and its author!
(Question; how do you detect a CPC+?)
Now, CHALLENGE TIME! Try to make this one a single-file job! (code fits in &0100-&BF00, plus loading screen)
EDIT: P.S. Is my signature a little too big? Ha! Tough!
(ok, enough complaining... it's smaller now!)
EDIT#2: Ya know, I really should get a life! Anyway, here's a "remix" of my version of ZYNAPS64; including some instruments by J Dave Rogers... I hope you like it. (attached)
EDIT#3: Yep! No life! Here's a CYBERNOID 2 loading screen with logo.
(Click thumbnail for full picture)
(http://i1099.photobucket.com/albums/g385/tastefulmrship/th_Cybernoid2LoadingScreen.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/Cybernoid2LoadingScreen.jpg)
fu**ing real life, I have to wait some hours before listening your remix... :D
EDIT: There is something in the idea, but it's "too mutch".
EDIT2: Nice logo on the loading screen and thank you for your sign !
Quote from: tastefulmrship on 14:58, 15 October 11Feel free to add your overscan picture to the .dsk as you update it.
I spent
1 hour 2 hours to look my overscan screen while listening your music... You make me dream ! :'(
(but I don't know how to... SyX ?)
Here we are!!! :P
I have converted the .SKS to Arkos Tracker :)
In my CPC looks and sound Fantastic!!! :D :D :D
Looks and sounds very nice!
Now just the game itself is missing ;)
Quote from: SyX on 10:52, 16 October 11
Here we are!!! :P
In my CPC looks Fantastic!!! :D :D :D
Top job! But that's the WIP#2 screen, yeh?
I think all it needs is a bouncing ZYNAPS logo and it'd be perfect!
(
I was trying to think of where to put a static logo onto that screen, but I reckon it would spoil it, so a mobile logo might be fun!)
Yes, it's not the last screen version, but it look already nice like that. :) (you may update it)
Great !!! :-*
I'm not sure it was necessary to add the logo, because it came in big just after with the Dave Rogers music.
That will make redundant and overcrowded. But you can try.
I will do a static test too, if some prefert to have the logo on it.
Great stuff guys! :)
Is nice to imagine what could have been for Zynaps.
Quote from: Axelay on 12:34, 16 October 11
Great stuff guys! :)
Is nice to imagine what could have been for Zynaps.
Is difficult to use your edge grinder engine on it?
Quote from: TotO on 11:49, 16 October 11
Yes, it's not the last screen version, but it look already nice like that. :) (you may update it)
Great !!! :-*
Upsss, sorry, ayyyssss la noche me confunde xDDDDD
I will update in a few minutes... although we have a problem
TotO, your signature isn't gonna be visible in a real CPC. Take a look to the picture that i have attached, the blue zone is out of the screen in every CPC Monitor and TV that we have tested in the spanish forum (http://www.amstrad.es/forum/viewtopic.php?f=6&t=1677&st=0&sk=t&sd=a&start=15) (you can watch the photos in that thread).
Quote from: SyX on 13:17, 16 October 11
although we have a problem TotO, your signature isn't gonna be visible in a real CPC. Take a look to the picture that i have attached, the blue zone is out of the screen in every CPC Monitor and TV that we have tested in the spanish forum (http://www.amstrad.es/forum/viewtopic.php?f=6&t=1677&st=0&sk=t&sd=a&start=15) (you can watch the photos in that thread).
i know. no mater... It's'just a signature and don't need to be visible. ;)
In that case... Attached!!! ;)
Quote from: SyX on 13:55, 16 October 11
In that case... Attached!!! ;)
I love the "speed-freak remix" you did! ^_^
It wasn't on purpose, the Arkos Tracker conversion tool made everything ;D
I like TotO's last screen submission best of all... very beautiful, and most cpc-like!
Quote from: SyX on 13:17, 16 October 11Take a look to the picture that i have attached, the blue zone is out of the screen in every CPC Monitor and TV that we have tested
I forget to said... I hop some emulators will adjust the overscan display by adding at less 2 more lines (384x270 to 384x272) for convenience.
In fact, a PAL overscan picture is 384x288 pixels in lowres (768x576 in hires interlaced video) and it's the true size to use witch any computers that display PAL video signal. (4/3 ratio)
EDIT:
You can see on your picture, you got two chars border on left-right and only one char border on up-down instead of two.
Quote from: TotO on 12:49, 16 October 11
Is difficult to use your edge grinder engine on it?
Going from a software scroll to a hardware scroll, that would have to have so many follow on impacts on other things that you might as well be writing a game from scratch.
For me the CPC version of the Zynaps tune is the best one, but this remix of the C64 tune (http://remix.kwed.org/index.php?search=zynaps+99)is one i'd like to hear on an AY.... ;D
Quote from: Axelay on 08:43, 17 October 11Going from a software scroll to a hardware scroll, that would have to have so many follow on impacts on other things that you might as well be writing a game from scratch.
OK. Thank you.
The game seem to be pixels and not chars based, so I hopped it was possible without too much problems. :/
Quote from: robcfg on 08:49, 17 October 11
For me the CPC version of the Zynaps tune is the best one, but this remix of the C64 tune (http://remix.kwed.org/index.php?search=zynaps+99)is one i'd like to hear on an AY.... ;D
With a couple of hours on Vortex Tracker II, I think it could be possible; especially with its 6 (or even 9) channel support!
VT2 can handle samples as well, so there's no reason why someone couldn't add decent drums to it.
But, yes, JDR's classic rock-track beats the C64 version hands down! There's no contest there!
Quote from: tastefulmrship on 11:42, 16 October 11I was trying to think of where to put a static logo onto that screen, but I reckon it would spoil it, so a mobile logo might be fun!
Like I explained earlier, I think it's better witout...
But here come a try with some minor picture adjustments. ;D
Quote from: TotO on 10:45, 17 October 11
Like I explained earlier, I think it's better witout...
But here come a try with some minor picture adjustments. ;D
I dunno, though... that's still pretty impressive.
Quote from: tastefulmrship on 11:01, 17 October 11I dunno, though... that's still pretty impressive.
Yes... But... I'm wrong. ;D
(keep it for you)
Quote from: TotO on 11:34, 17 October 11
Yes... But... I'm wrong. ;D (keep it for you)
No, no, no, no... you're right! It doesn't belong there as it's obscuring the aliens behind it. You can't put it top-right, either! And bottom-left is taken-up with the main 'ship'. The only place it COULD go is bottom-right, but the HEWSON & CPC-WIKI logos look fine there, too! So you are correct in saying that a static logo is not required, but I was just saying that it doesn't look as "out of place" as I had expected it too.
Which is why I said the only thing that might work is a moving logo... (but then, it will probably look very tacky!)
Quote from: tastefulmrshipIt doesn't belong there as it's obscuring the aliens behind it.
The area was already black before adding the logo. So, the "S" don't overlay the space-ship behind it, but it's virtual shadow.
I removed the far green space-ship (who have to be red in reality) to make room and look less crowded.
EDIT: The logo, if you need.
EDIT2: Updated from the final screen version
This is a lovely logo, would make a great shirt or something... thanks!
Firstly, much apologies and many thanks to redbox! Thanks to his patience and wisdom, I've single-filed CYBERNOID2.
It's only a clean-rip so far, but I will add the PLUS patch and some cheats!
(attached)
@Gryzor or @Devilmarkus
Why does the forum assume .bin files are pictures?
Quote from: TotO on 08:36, 17 October 11
In fact, a PAL overscan picture is 384x288 pixels in lowres (768x576 in hires interlaced video) and it's the true size to use witch any computers that display PAL video signal. (4/3 ratio)
Not on a CTM644 or GT65 it isn't. Maybe, just maybe it's 272 pixels, but which 272 pixels is it? I'm sure it varies between one monitor and the next. The 270 was originally based on what I could see on my own CTM.
Quote from: Executioner on 06:59, 18 October 11
Not on a CTM644 or GT65 it isn't. Maybe, just maybe it's 272 pixels, but which 272 pixels is it? I'm sure it varies between one monitor and the next. The 270 was originally based on what I could see on my own CTM.
by definition, an overscan picture get a non-visible area. You can display on CTM but on TV too.
Standard PAL overscan is 384x288. If less, you may see borders on some TV.
Why 272 ? Because it'is a multiple of 8 and most CPC overscan pictures use this "maximum" size.
Quote from: tastefulmrship on 22:46, 17 October 11
Why does the forum assume .bin files are pictures?
I think it handles ALL attachments as picture. We have the "Show attachment as picture" activated.
Quote from: Devilmarkus on 12:05, 18 October 11
I think it handles ALL attachments as picture. We have the "Show attachment as picture" activated.
Ok! That's fair enough!
Well, here's another one it thinks is a picture; it's a clean-rip single-file version of EXOLON!
EDIT: Oops! Thanks again to CPC-POWER (http://www.cpc-power.com/) for the original
.cdt file!
EDIT#2 - Oh, and TRANSMAT for the Protected BASIC un-protector! (Is that what you'd call it?)
Quote from: tastefulmrship on 12:21, 18 October 11EDIT#2 - Oh, and TRANSMAT for the Protected BASIC un-protector! (Is that what you'd call it?)
I use WinApe for it, RUN"basic_protected_program, F7, save ram between $0170 until the end of the basic program, reset WinApe, load the binary block in $0170 and LIST :P
Quote from: SyX on 13:50, 18 October 11
I use WinApe for it, RUN"basic_protected_program, F7, save ram between $0170 until the end of the basic program, reset WinApe, load the binary block in $0170 and LIST :P
I like that! Handy to know!
[deleted stuff]
EDIT:
Is the deexo code relocatable? If not, then this is my problem! ^_^
EDIT#Lots: Here's our first .dsk full of single-file Hewson games. I managed to get 6 in 178K!
JavaCPC has a "Ignore ,P protection" feature in Configuration -> System Settings ;)
Just enable it, LOAD"yourprogram" and have fun.
Quote from: tastefulmrship on 13:59, 18 October 11Here's our first .dsk full of single-file Hewson games. I managed to get 6 in 178K!
It's nice to get 6 games by sides. And some space left for a menu. :)
I see you don't put the simple patched Zynaps version on it... What will be the next game ?
Quote from: TotO on 07:39, 19 October 11
It's nice to get 6 games by sides. And some space left for a menu. :)
I see you don't put the simple patched Zynaps version on it... What will be the next game ?
- Remember; these games are clean-rips and do not contain cheats or patches. Adding these extras will probably bring that 19K space down to 15K.
- ZYNAPS is "finished" in my view, so doesn't belong on that WIP disk. (Well, as long as you remove the logo-timer patch)
- Next? Well, there are small games like TECHNICIAN TED & FANTASIA DIAMOND that only require crunching; they do not have funky loading screens or protection.
For The Future;
- RANARAMA doesn't have a loading screen, which I think is a shame as I always loved playing this game! I've had a look at the AMIGA loading screen and squashed it with PSP, but it looks crap! Can someone look into a 160x200x16 loader for RANARAMA?
- I love MARAUDER's protection. Everything is loaded in one block; screen & code in one continuous stream! It's going to be fun cracking it again!
- The later games, STORMLORD etc, are SPEEDLOCK protected, but I lost my cracker when I sold my CPC (all those years back!) Does anyone have the SPEEDLOCK loader program? Wasn't is supplied with an issue of ACU? If not, I'll just re-code one of the HAIRY HACKER's lists!
-
redbox has a suggestion for some of the 'better' HEWSON games, especially any CPC+ patched ones! ^_^
OK. Thank you for explanations.
I can look for any splash screens you want to "clean-up". (320x200 or overscaned)
Here the Final version of my Zynaps overscan screen. :)
(clean-up edges, colors swaping, blue lights and some details)
Quote from: tastefulmrship on 08:13, 19 October 11RANARAMA doesn't have a loading screen, which I think is a shame as I always loved playing this game! I've had a look at the AMIGA loading screen and squashed it with PSP, but it looks crap! Can someone look into a 160x200x16 loader for RANARAMA?
I'm looking for ! ;)
Perhaps in MODE 1?
Quote from: Devilmarkus on 12:54, 19 October 11Perhaps in MODE 1?
Nice.
Because "red color" too, I was though about Mode 5.
Well don't know if the few small red dots are so important?
But sure its worth a try...
Original:
Quote from: Devilmarkus on 12:54, 19 October 11
Perhaps in MODE 1?
That's perfect! I'll take it! Much better than the 4 colour failure PSP gave me!
EDIT: Here's the CPC-WIKI version of RANARAMA! There's the normal version, the individual exo-pk files & the single-file version included!
For normal-load type
RUN"RANARAMA.BAS", for single-file version type
RUN"RANARAMA."@
DevilMarkus; I hope my choice of INKs is correct; it was as close as I could get to your original.
Quote from: tastefulmrship on 14:00, 19 October 11
That's perfect! I'll take it!
Much better than the 4 colour failure PSP gave me!
Please, remove the "top" Hewson logo.
Strange idea to put two of them.
Quote from: TotO on 15:24, 19 October 11
Please, remove the "top" Hewson logo.
Strange idea to put two of them.
The original AMIGA screen has both HEWSON logos. I thought that was strange, too!
Anyway, the CPC-WIKI version has only one logo! (See previous post)
On your DSK ? (I can't test it now)
Because the posted screen (Mode 1) got two...
It look like that ?
Quote from: TotO on 15:31, 19 October 11
It look like that ?
Yes, although the blue is a little lighter! ^_^
Quote from: tastefulmrship on 15:39, 19 October 11
Yes, although the blue is a little lighter! ^_^
OK ! And, the logo in orange too ? :P
Ranarama in Amiga??? The only rana that i saw in Amiga was SuperFrog :P
Quote from: SyX on 16:24, 19 October 11
Ranarama in Amiga??? The only rana that i saw in Amiga was SuperFrog :P
Yep! You could be right; the loading screen is actually from ATARI-ST & I can't find anything about an AMIGA version!
TEAM-17 recently said that we shouldn't rule-out a remake of SUPERFROG! That's a shame as I really didn't like SUPERFROG, I preferred WORMS & ALIEN BREED 3D & PROJECT X &... well, you get the idea!!
Quote from: tastefulmrship on 16:36, 19 October 11TEAM-17 recently said that we shouldn't rule-out a remake of SUPERFROG! That's a shame as I really didn't like SUPERFROG, I preferred WORMS & ALIEN BREED 3D & PROJECT X &... well, you get the idea!!
Totally!!! ;D
About Ranarama , this is the AYC version of the ST tune (same theme but far better) and the player from AY kit.
Quote from: SyX on 16:39, 19 October 11
Totally!!! ;D
There is a Project X on CPC, is it the same?
In this case is not the same,
TFM, the Amiga version is an hyped shoot'em'up.
Quote from: fano on 17:30, 19 October 11About Ranarama , this is the AYC version of the ST tune (same theme but far better) and the player from AY kit.
Mr. Rogers made his ST musics (Exolon, Zynaps and Ranarama) in his CPC, because that you can find them in CPC native format (more easy to patch the CPC games) in his Music Collection that i uploaded a few months ago here (http://www.cpcwiki.eu/forum/index.php?topic=2496.msg27326#msg27326) (it looks that you don't know what did i upload last summer ;D ;D ;D )
Quote from: fano on 17:30, 19 October 11
About Ranarama , this is the AYC version of the ST tune (same theme but far better) and the player from AY kit.
I was going to attach the JDR ST-version of the tune to the loading screen, but got tied up with Speedlock to get it done! Also, it might be nice to see if we could inject his ST music into the game itself.
It's a shoot em up on CPC too...
Quote from: SyX on 18:02, 19 October 11
In this case is not the same, TFM, the Amiga version is an hyped shoot'em'up.
Mr. Rogers made his ST musics (Exolon, Zynaps and Ranarama) in his CPC, because that you can find them in CPC native format (more easy to patch the CPC games) in his Music Collection that i uploaded a few months ago here (http://www.cpcwiki.eu/forum/index.php?topic=2496.msg27326#msg27326) (it looks that you don't know what did i upload last summer ;D ;D ;D )
Thanks a lot , that may be more appropriate , missed this one too , missed a lot of things last summer...
@TFM:But the CPC is not so hyped :P
Serious mode on: Project X Amiga is an horizontal scroller, while the CPC game is a vertical scroller... but the really curious is that Project X CPC looks very similar at Wings of Death, an Amiga and st (Buuuu :P ) game published by Thalion :D
@Fano: But we know that you employ your summer making to the CPC community a wonderful present, the Dream is going to be true in a few weeks ;)
Quote from: tastefulmrship on 08:13, 19 October 11
- Next? Well, there are small games like TECHNICIAN TED & FANTASIA DIAMOND that only require crunching; they do not have funky loading screens or protection.
Actually,
Technician Ted has a loading screen, and it's really cool as well - from a technical perspective. The screen is animated with ten Teds walking left and right, all while the game is loading from tape! :o You can download the CDT file for
Technician Ted (http://www.cpc-power.com/index.php?page=detail&onglet=dsk&num=2379) from CPC-POWER.
I've never examined the loading scheme, though, and I'm not sure I want to! I think it's called 'Multiload', and the same technique of animating the screen during loading has been used in several other games - most notably
Deflektor.
Quote from: Nich on 20:10, 19 October 11
Actually, Technician Ted has a loading screen, and it's really cool as well - from a technical perspective. The screen is animated with ten Teds walking left and right, all while the game is loading from tape! :o You can download the CDT file for Technician Ted (http://www.cpc-power.com/index.php?page=detail&onglet=dsk&num=2379) from CPC-POWER.
You know, my original tape never had this loader back in the day as I think it was part of a compilation, but I watched it load today in awe! And when you consider this was written in 1984, it's simply incredible!
The loader code itself is pretty easy to follow and very easy to crack with WinAPE.
Quote from: Nich on 20:10, 19 October 11
Actually, Technician Ted has a loading screen, and it's really cool as well - from a technical perspective. The screen is animated with ten Teds walking left and right, all while the game is loading from tape! :o You can download the CDT file for Technician Ted (http://www.cpc-power.com/index.php?page=detail&onglet=dsk&num=2379) from CPC-POWER.
I've never examined the loading scheme, though, and I'm not sure I want to! I think it's called 'Multiload', and the same technique of animating the screen during loading has been used in several other games - most notably Deflektor.
Wow, and this was a '84 title? Nice... and with a timer to boot!
Final screen version DSK (w/ and w/o title) and the nice AY tune. :)
EDIT: Add logos that you may reuse...
My bad photo doesn't make justice, the picture and the song are FANTASTIC!!! :D
Quote from: SyX on 16:08, 20 October 11
My bad photo doesn't make justice, the picture and the song are FANTASTIC!!! :D
Great picture, do you have a download link for the updated Zynaps game? Or is it just a picture, actually not implemented in the game? Sorry for asking :)
Don't sorry anything my friend!!! Your question is perfectly logic :)
Mr. tastefulmrship has taken the task of integrate this wonderful picture in his Zynaps crack and you will enjoy it in a few days ;)
His Hewson packs are gonna be legendaries!!! :D
Yeah! You both guys are great!!!
EDIT: The whole bunch here :-)))
Quote from: TFM/FS on 19:11, 20 October 11
Yeah! You both guys are great!!!
I agree,
TotO and
SyX are brilliant!
Here's the ultimate ZYNAPS loading screen! (nearly)
http://i1099.photobucket.com/albums/g385/tastefulmrship/CPC-Wiki-Zynaps.jpg (http://i1099.photobucket.com/albums/g385/tastefulmrship/CPC-Wiki-Zynaps.jpg)
Quote from: tastefulmrship on 20:09, 20 October 11Here's the ultimate ZYNAPS loading screen! (nearly)
http://i1099.photobucket.com/albums/g385/tastefulmrship/CPC-Wiki-Zynaps.jpg (http://i1099.photobucket.com/albums/g385/tastefulmrship/CPC-Wiki-Zynaps.jpg)
I'm jealous, it look more "different" that mine. :D
Quote from: TotO on 20:34, 20 October 11
I'm jealous, it look more "different" that mine. :D
I wanted to wait until you had released your final-version before I released my trump card. (Emphasis on the word "trump"!)
Quote from: tastefulmrship on 20:09, 20 October 11
I agree, TotO and SyX are brilliant!
Here's the ultimate ZYNAPS loading screen! (nearly)
http://i1099.photobucket.com/albums/g385/tastefulmrship/CPC-Wiki-Zynaps.jpg (http://i1099.photobucket.com/albums/g385/tastefulmrship/CPC-Wiki-Zynaps.jpg)
Now we need to patch the game, too! A 1:1 Spectrum conversation should do ;)
Or a BASIC conversation with sound effects from Roland on the ropes...
Damn you! I spit my coffee - really did!!
Too good to leave it on a free server...
Ok everyone, here's the definitive CPC-Wiki single-file version of ZYNAPS, by Hewson Consultants. (C)1987.
Loader & overscan code : SyX
Overscan splash screen : TotO
Splash screen music : Neil Grieve (C64) converted by SuTeKH/Epyteor
Splash screen music play-routine : Targhan
Cheat-Mode & Raster-Logo patch : CPC-Wiki & SaroneTC
(Click thumbnails to view full image)
(http://i1099.photobucket.com/albums/g385/tastefulmrship/th_Zynaps01.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/Zynaps01.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/th_Zynaps02.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/Zynaps02.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/th_Zynaps03.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/Zynaps03.jpg)
To load, insert disk and type RUN"ZYNAPS".
Press [SPACE BAR] at the overscan splash screen to continue.
Then, press [Y] to activate cheat, press [N] to ignore cheat.
The program will then start as normal.
At the logo/highscore screen, press:
[1] - To set the game to 1 player mode. (Default)
[2] - To set the game to 2 player mode.
[3] - To redefine the keys. (Recommended)
Default keys:
[Q] [A] - Up & down
[N] [M] - Left & right
[RETURN] - Fire
Or you can use a Joystick. (Recommended)
Congratulations for the Hard and Excellent Work!!! :D
Quote from: tastefulmrship on 18:50, 22 October 11
To load, insert disk and type RUN"ZYNAPS.FNL".
I think that using a file extension for running a program is boring.
Else, good job man! 8)
Now, who want to raise the challenge of patching the game with hardscroll for adding new GFx and SFx ? ;D
Simply, wow!
I'd call it "Zynaps:Ultimate CPCWiki Edition" ;D
Quote from: tastefulmrship on 18:50, 22 October 11
To load, insert disk and type RUN"ZYNAPS.FNL".
Good, that JavaCPC knows ALT + Small ENTER key ;) (Autoboot)
Anyway! This is really an amazing workaround.
Playing.... ;)
Quote from: TotO on 20:35, 22 October 11
Now, who want to raise the challenge of patching the game with hardscroll for adding new GFx and SFx ? ;D
Axelay is right and this would need to be completely re-written rather than patched. I tried to patch the logo-timer and encroached on the High-Score table by mistake (0040-00BF is blank until the first game is complete). The game itself uses 0040-7FFF for HS, code & graphics data then 8000-BFFF for screen #1 and C000-FFFF for screen #2 (page flipping for scroll).
EDIT: I have changed the filename of the CPC-Wiki version to
ZYNAPS.BIN so now you only need to type
RUN"ZYNAPS" to run the single-file game! (Edited post as well)
OK, thank you.
Now... Who want to rewrite the game? :P
Hey! Zynaps on CPC is FINALLY PLAYABLE ;D
This was the first ever game I got for my CPC after having played it on the Speccy, and I regret to admit that I still like that version better :'(
So, like Toto said... yeah, who's up for a remake? 8)
rb
Quote from: rexbeng on 10:26, 23 October 11
Hey! Zynaps on CPC is FINALLY PLAYABLE ;D
Not quite. It still suffers from dodgy collision detection, so without cheats it's still pretty impossible to get anywhere!
My patch only helps epilepsy sufferers get the game started without having a seizure!
[cpc=http://www.cpcwiki.eu/forum/index.php?action=dlattach;topic=2821.0;attach=2483,ZYNAPS,1]CPC6128[/cpc]
Quote from: tastefulmrship on 18:50, 22 October 11
Ok everyone, here's the definitive CPC-Wiki single-file version of ZYNAPS, by Hewson Consultants. (C)1987.
Loader code : SyX
Loading screen : TotO
Loading music : Neil Grieve (C64)
Loading music play routine : Targhan
CheatMode & Raster-Logo patch : CPC-Wiki & SaroneTC
(Click thumbnails to view full image)
(http://i1099.photobucket.com/albums/g385/tastefulmrship/th_Zynaps01.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/Zynaps01.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/th_Zynaps02.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/Zynaps02.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/th_Zynaps03.jpg) (http://i1099.photobucket.com/albums/g385/tastefulmrship/Zynaps03.jpg)
To load, insert disk and type RUN"ZYNAPS".
Press [SPACE BAR] at the overscan loading screen to continue.
Then, press [Y] to activate cheat, press [N] to ignore cheat.
The game will then start as normal.
Keys:
[Q] [A] - Up & down
[N] [M] - Left & right
[RETURN] - Fire
Or use a Joystick. (Recommended)
Niiiice! Announced it on the homepage. Thanks for the Wiki reference, too, much appreciated :)
Quote from: Gryzor on 11:40, 23 October 11
Thanks for the Wiki reference, too, much appreciated :)
Well, it was a community project, it seems fair that we acknowledge that.
Some extra credits & thanks have to go to
redbox,
Axelay and
SyX for expanding my assembler library and understanding of both Exomizer and memory juggling!
I should write a quick credits program (using a DRAWR/MOVER version of the Amsoft-esque CPC-Wiki logo) and stick it on the disc...
Quote from: tastefulmrship on 18:50, 22 October 11
Keys:
[Q] [A] - Up & down
[N] [M] - Left & right
[RETURN] - Fire
Or use a Joystick. (Recommended)
Using [
RETURN] to fire was strange because it's not close to fingers. ;D
Quote from: TotO on 14:57, 24 October 11
Using [RETURN] to fire was strange because it's not close to fingers. ;D
You are always nitpicking, but me too. ;D Cursor keys and Copy would be cool 8)
Quote from: TFM/FS on 22:28, 24 October 11You are always nitpicking, but me too. ;D Cursor keys and Copy would be cool 8)
Hum... I Prefer CONTROL for that! :D
And... COPY is too bad for 464/664 users. ;)
Quote from: TotO on 23:07, 24 October 11
Hum... I Prefer CONTROL for that! :D
And... COPY is too bad for 464/664 users. ;)
I don't mind. As long as we use Cursor keys. Cause nobody remembers letter keys :P
@TotO & @TFM/FS
Yeah, I was confused about the choice of keys for ZYNAPS too, hence I put "recommended" against the Joystick option! ^_^
In the olde days, if there was a "redefine keys" option, I'd always choose [Z], [X], [P], [L] & [SPACE], but for the life of me I cannot remember what game had this as a default configuration that made me use it in other games. This configuration also leaves your little fingers (pinkies) hovering over the [RETURN] and left [SHIFT] incase there was a second fire option.
It's a bit like the WASD/RDFG argument for FPS games on PC; which is best? Surely it's a personal choice and whatever you are comfortable with!
Come on people!!! Change the controls is supereasy xDDDD
In $6945 is the read controls routine, only check the lines 2-9 of the keyboard matrix.
; ---------------------------------------------------------------------------
; CPC Keyboard Matrix
; Lines
; Bits 0 1 2 3 4 5 6 7 8 9
; 7 F. F0 Ctrl >. <, Space V X Z Del
; 6 Enter F2 `\ ?/ *M* *N* B C Caps Lock Unused
; 5 F3 F1 Shift : K J F/Joy 1 Fire 1 D *A* Joy 0 Fire 1
; 4 F6 F5 F4 +; L H G/Joy 1 Fire 2 S Tab *Joy 0 Fire 2*
; 3 F9 F8 }] P I Y T/Joy 1 Right W *Q* *Joy 0 Right*
; 2 Cursor Down F7 *Return* |@ O U R/Joy 1 Left E Esc *Joy 0 Left*
; 1 Cursor Right Copy {[ =- )9 '7 %5/Joy 1 Down #3 "2 *Joy 0 Down*
; 0 Cursor Up Cursor Left Clr £^ _0 (8 &6/Joy 1 Up $4 !1 *Joy 0 Up*
You can find a 10 bytes buffer and it's easy to change the routine to read all the keyboard lines, but only in the case that you want to use the function and cursor keys :P
The other important routine is in $4736, where the game review the buffer to know if the game keys were pressed. This is the code:
ORG #4736
PUSH IX
PUSH HL
PUSH DE
PUSH AF
LD IX,#6975 ; Keyboard lines state buffer
LD HL,#4CBF
LD A,(HL)
LD E,A
INC A
BIT 2,(IX+#00) ; Return (Fire)
JR Z,L4752
BIT 4,(IX+#07) ; Joy 0 Fire
JR Z,L4752
XOR A
.L4752
LD (HL),A
LD D,A
XOR A
CP D
SBC A
LD D,A
XOR A
CP E
SBC A
XOR D
LD (#4CC0),A
LD HL,#4CC1
XOR A
BIT 3,(IX+#06) ; Q (Up)
JR Z,L476F
BIT 0,(IX+#07) ; Joy 0 Up
JR NZ,L4771
.L476F
SET 3,A
.L4771
BIT 5,(IX+#06) ; A (Down)
JR Z,L477D
BIT 1,(IX+#07) ; Joy 0 Down
JR NZ,L477F
.L477D
SET 2,A
.L477F
BIT 6,(IX+#03) ; N (Left)
JR Z,L478B
BIT 2,(IX+#07) ; Joy 0 Left
JR NZ,L478D
.L478B
SET 1,A
.L478D
BIT 6,(IX+#02) ; M (Right)
JR Z,L4799
BIT 3,(IX+#07) ; Joy 0 Right
JR NZ,L479B
.L4799
SET 0,A
.L479B
LD (HL),A
POP AF
POP DE
POP HL
POP IX
RET
I have condensed the info in the next array (bit, IX+), and the extra column has the datas to use a new keyboard combination.
| Keys | Joys | New Keys
--------------------------------
Fire | 2,+0 | 4,+7 | 7,+6 (Z)|
Up | 3,+6 | 0,+7 | 3,+2 (I)|
Down | 5,+6 | 1,+7 | 5,+2 (K)|
Left | 6,+3 | 2,+7 | 5,+3 (J)|
Right | 6,+2 | 3,+7 | 4,+2 (L)|
; To use the IJKLZ change the BIT instructions ;)
BIT 2,(IX+#00) --> BIT 7,(IX+#06)
BIT 3,(IX+#06) --> BIT 3,(IX+#02)
BIT 5,(IX+#06) --> BIT 5,(IX+#02)
BIT 6,(IX+#03) --> BIT 5,(IX+#03)
BIT 6,(IX+#02) --> BIT 4,(IX+#02)
@tastefulmrship: Z,X,P,L,SPACE sound a Jack The Nipper, Mask I or another Gremlin game :P
I like playing games with ARROW and CTRL/COPY keys, because I own a 6128.
I think it was not popular, because 464/664 gots a "star" keys configuration with COPY on center.
Not realy easy to play... So you have to use letters keys instead.
The easiest way is to press 3 and then define the keys :D
Quote from: Johnny Olsen on 11:24, 25 October 11
The easiest way is to press 3 and then define the keys :D
Haha, I never knew that! Nice one!
1 - 1 Player Game (default)
2 - 2 Player Game
3 - Redefine Keys!
EDIT: Updated release post to show these extra keys!
EDIT#2: @
SyX; you could be right there; I was always a big fan of Gremlin Graphics games, especially Footballer Of The Year & Avenger. If they were ZXPL, then that's where I got it from.
Quote from: Johnny Olsen on 11:24, 25 October 11
The easiest way is to press 3 and then define the keys :D
Probably writen on the instruction note.
(you know, the paper inserted in the original box :D)
Quote from: SyX on 13:50, 18 October 11
I use WinApe for it, RUN"basic_protected_program, F7, save ram between $0170 until the end of the basic program, reset WinApe, load the binary block in $0170 and LIST
Quote from: Devilmarkus on 15:59, 18 October 11
JavaCPC has a "Ignore ,P protection" feature in Configuration -> System Settings
Just enable it, LOAD"yourprogram" and have fun.
Or... you could use the methods on this page instead.
http://www.cpcwiki.eu/index.php/Programming:Unlocking_a_protected_basic_file (http://www.cpcwiki.eu/index.php/Programming:Unlocking_a_protected_basic_file)
Johnny Rulez!!! ;D
Always looking for the most convoluted solution, i am. :laugh:
PD: Although you can not use the cursor+copy in the redefine keys option :P
[F3] to display ASM code, then go to "File" to "Read BASIC"... 8)
I've just noticed that you guys are famous game-crackers and demo-makers;
CPC-Power GAMES:
http://www.cpc-power.com/index.php?page=detail&onglet=dsk&num=148 (http://www.cpc-power.com/index.php?page=detail&onglet=dsk&num=148)
CPC-Power DEMOS:
http://www.cpc-power.com/cpcdemos/index.php?page=detail&num=1791 (http://www.cpc-power.com/cpcdemos/index.php?page=detail&num=1791)
Well done again, guys!
- JTMS...
Quote from: tastefulmrship on 09:17, 13 November 11I've just noticed that you guys are famous game-crackers and demo-makers ; Well done again, guys!
Hehe. Thx. :)
Hi Mom!!! I'm famous!!! xDDDDD
Fantastic work guys!! :o I might pop a vid up about this later on :)
One last last thing to do ...... can someone please please fix the AWFUL collision detection in this game??
(http://i188.photobucket.com/albums/z31/emperorfossil/zynaps.gif)
:P :P :P
Quote from: Xyphoe on 03:52, 18 November 11
Fantastic work guys!! :o I might pop a vid up about this later on :)
One last last thing to do ...... can someone please please fix the AWFUL collision detection in this game??
(http://i188.photobucket.com/albums/z31/emperorfossil/zynaps.gif)
:P :P :P
Your really put the finger in the wound, this was always the weak point of a great game.
I have started to see if it was not a level or ship design problem, like 1 pixel for 1 char draw on each side, making the gap visually important and needing a graphics fix... But it's not that.
The collision appear when 1 empty char separate the ship from the map. It's a shame!
It's probably a "+1 -1" testing bug... Not too hard to solve for cpcwiki experts?? :P
Have put a video up showcasing all your hard work, sorry I missed this topic for so long - didn't realise how much had been done!
[AMSTRAD CPC] Zynaps - New Music & Title/Loading Screens (CPCWiki Version!) (http://www.youtube.com/watch?v=00uuvvMkK20#)
Quote from: Xyphoe on 12:48, 19 November 11
Have put a video up showcasing all your hard work, sorry I missed this topic for so long - didn't realise how much had been done!
Top stuff, sir! Well done!
HOWEVER...
TotO's splash-screen is just one screen and not page-flipped; his talents didn't require any more than 16 colours to produce that stunning overscan screen!
EDIT: That looks like WinAPE you're using for the movies, which version are you running? And... JDR's track sounds very echo-y. Did you pass it through a post-production editor?
Quote from: tastefulmrship on 13:47, 19 November 11
Top stuff, sir! Well done!
HOWEVER... TotO's splash-screen is just one screen and not page-flipped; his talents didn't require any more than 16 colours to produce that stunning overscan screen!
Ooooooops! Oh well, it makes him sound really clever :P
Quote from: tastefulmrship
EDIT: That looks like WinAPE you're using for the movies, which version are you running? And... JDR's track sounds very echo-y. Did you pass it through a post-production editor?
Video - 2.0 Alpha 16 pre-release version Richard sent me, the actual final release I have problems recording video from strangely. Must get in touch with him about that.
Sound - 2.0 Alpha 16 actual release version - recorded purely the sound as a WAV which is much better quality, and re-dubbed it. Yes the sound is doubled up and panned, with one ever-ever-so slightly milliseconds out from each other (an old recording trick for doing vocals in my old band!) which gives a thicker warmer sound with a slight echo. Personally I think it sounds more like a real CPC and acoustics of the room/desk with the sound bouncing off things which is better for poor YouTube encoding and people listening through mobile devices, tinny crap PC speakers etc. I'll only do this on special releases, I did the same on the Edge Grinder video.
Quote from: Xyphoe on 14:08, 19 November 11
Sound - 2.0 Alpha 16 actual release version - recorded purely the sound as a WAV which is much better quality, and re-dubbed it. Yes the sound is doubled up and panned, with one ever-ever-so slightly milliseconds out from each other (an old recording trick for doing vocals in my old band!) which gives a thicker warmer sound with a slight echo. Personally I think it sounds more like a real CPC and acoustics of the room/desk with the sound bouncing off things which is better for poor YouTube encoding and people listening through mobile devices, tinny crap PC speakers etc. I'll only do this on special releases, I did the same on the Edge Grinder video.
Wow! It sounds a lot like 2A18 rather than 2A16. The volume difference between &F and &E is quite noticable (especially in the Neil Grieve tune). Maybe the version you are using has log volumes instead of the linear volumes of pre-2A18 versions.
Now, if someone could remix JDR's classic as a rock tune and someone else fix the collision detection in-game then we'd be sorted!
ARGH!
I meant Alpha
18 ... not 16 ... oops sorry! (for both vid and audio)
Quote from: tastefulmrship on 14:37, 19 November 11
Now, if someone could remix JDR's classic as a rock tune
I could do that! Being a rock guitarist with recording equipement :P
Sorry, who's JDR? Which tune do you mean?
Quote from: Xyphoe on 15:08, 19 November 11
Sorry, who's JDR? Which tune do you mean?
JDR is the God that is
J. Dave Rogers, and the tune in question would be the nearly seven minute wonder that is the
ZYNAPS title-tune! You can almost picture His Greatness in His studio with His guitar when He was programming it, head-banging away to distorted-amp'd riffs! (Same could be said of His
NETHERWORLD music, which lends itself to the 'rock' genre just as well!)
Ahh sorry! I forgot he was J. Dave Rogers!
I think this would take a long time to reproduce with guitars, drums and bass properly ... maybe you could set me a more simple challenge? :P
Funnily enough I found some old disks the other day, and I used to do a lot of music on the Amstrad and discovered that I used to do the opposite - convert rock songs into Amstrad tunes! With mixed results... (ie mostly crap!) - found half finished versions of Slayer - Angel Of Death, Iron Maiden - Be Quick Or Be Dead, and bizarrely a couple of Status Quo ones :o I did find completed versions of 3 songs from the Blues Brothers music sound track, and if I don't mind saying my version of Everybody Needs Somebody To Love sounds better than the version in the official game :P
Quote from: Xyphoe on 16:34, 19 November 11
I think this would take a long time to reproduce with guitars, drums and bass properly ... maybe you could set me a more simple challenge? :P
Ok, how about
GHOSTS 'N' GOBLINS (ingame) by
David Whittaker? A heavy 'guitar riff' rock tune, based loosely on the original arcade music.
Quote from: Xyphoe on 16:34, 19 November 11
Funnily enough I found some old disks the other day, and I used to do a lot of music on the Amstrad and discovered that I used to do the opposite - convert rock songs into Amstrad tunes! With mixed results... (ie mostly crap!) - found half finished versions of Slayer - Angel Of Death, Iron Maiden - Be Quick Or Be Dead, and bizarrely a couple of Status Quo ones :o I did find completed versions of 3 songs from the Blues Brothers music sound track, and if I don't mind saying my version of Everybody Needs Somebody To Love sounds better than the version in the official game :P
Did you use a tracker for these or are they direct AY/PSG access? (either M/C or via 'SOUND' commands in BASIC)
I would suggest creating a thread and sharing these with the world! (With a cool scrolly and bouncy logo... mid 80s demo stylee!)
They demand it!!
Quote from: tastefulmrship on 16:56, 19 November 11
Ok, how about GHOSTS 'N' GOBLINS (ingame) by David Whittaker? A heavy 'guitar riff' rock tune, based loosely on the original arcade music.
That's a good suggestion! If I find some time I might try that :D
Quote from: tastefulmrship
Did you use a tracker for these or are they direct AY/PSG access? (either M/C or via 'SOUND' commands in BASIC)
Tracker, I had a couple I used back in the day - I think most were done in BooTracker that was given away on an Amstrad Action cassette. It was very simple but allowed me to get straight in and start doing stuff without having to figure out how to use the damn thing.
I want to start learning and using Starkos tracker now.
Quote from: tastefulmrship
I would suggest creating a thread and sharing these with the world! (With a cool scrolly and bouncy logo... mid 80s demo stylee!)
They demand it!!
Yea I probably will, and embarrass myself! I just need to get an external 3.5" disk drive for both the CPC and PC first though so I can transfer these and dump them :(
Ooh! Netherworlds!! I can't remember the tune, but I remember it being very atmospheric...
Quote from: Gryzor on 20:47, 26 November 11
Ooh! Netherworlds!! I can't remember the tune, but I remember it being very atmospheric...
http://www.cpc-power.com/index.php?page=detail&num=1505 (http://www.cpc-power.com/index.php?page=detail&num=1505)
Click on the JavaAY Player for that 10-bar melody wonderful-ness!
I knew that casually asking here instead of googling it would be easier :D Thanks mate!
Indeed very atmospheric, as was the whole game. I really loved it back in the day, though it was pretty hard...
PS Strange, I can find no remixes in the usual places...
Quote from: Gryzor on 10:34, 27 November 11
I knew that casually asking here instead of googling it would be easier :D Thanks mate!
Indeed very atmospheric, as was the whole game. I really loved it back in the day, though it was pretty hard...
PS Strange, I can find no remixes in the usual places...
No offence to Jori or MoN, but I always prefer JDRs tunes on CPC/ZX/ST than the C64/Amiga music.
Here's Netherworld (http://www.hardsid.com/s.php?Netherworld%208571) on C64 (by Jori Olkkonen)... and it's just not as good, even though it's mainly digi-sounds (guitars sound too tinny). And Nigel Pritchard (http://www.exotica.org.uk/wiki/Netherworld)'s Amiga version is also not as good!
Other notable Hewson differences between CPC/ST and C64/Amiga; Stormlord, Exolon, Zynaps (dur!), Flimbo's Quest... and... possibly more but my brain is not good today!
And yes, it's strange that neither RKO nor OC have any C64 remixes of NETHERWORLD... but even stranger (to me, anyway) is that AmigaRemix doesn't have any ASTAROTH or PREHISTORIC TALE remixes. Jochen Hippel's orchestrated masterpieces deserve to be brought into the new millenium!
No entry about Zynaps on CPCWiki... A shame. :P
Quote from: TotO on 09:25, 07 December 11
No entry about Zynaps on CPCWiki... A shame. :P
What's holding you back? ;)
Each skills! ;)
Ah ok then, I'll wait for someone who's into Zynaps and has a few mins at their disposal to do it :)
@TotO
If you, or the page author, are going to add the updated Zynaps to the CPC-Wiki page, please include extended apologies to Neil Grieve, SyX & the whole Hewson Consultants team from me. I can supply the full documents if required.
Ok, this is so bring-topic-back-from-the-dead that I'm afraid I'm gonna get bitten or sth, but I had to get this out of my system :P
For purely inspirational reasons I wanted to listen to Dave Rogers' title tune for Zynaps, so I fired up the CPCwiki version of the game and found myself staring at the new intro screen and listening to the added C64 tune for a while before following my initial intention.
(little break here, the D.R. theme is the most amazing and elevating chiptune ever made, fullstop)
So, back on topic which is the CPCwiki version of the game... Considering many people here do enjoy converting/touching/remaking/hacking images, music themes and intros from games, why not do the same thing for other CPC games that were not-as-rich-as-they-should-be in that area? Maybe Gryzor could fireup a special wiki page where all the stuff could be uploaded, with their revamped images as in a little special gallery? MacDeath, Tasty, Toto, STE and all the others, what say you?
(did I mention tat D.R.'s theme is VERY elevating? :P )
Ouch, keep away you cursed undead topic, you!
rb
I think this was mentioned in another context (the thread with some loading screen remakes). If there's interest then sure, nothing easier[nb]ok, I just scratched my ear and this was easier[/nb], though I'm not sure if the back and forth between the wiki and the forum (to discuss those pieces of art) is the best solution?
Quote from: tastefulmrship on 17:26, 01 December 11
... but even stranger (to me, anyway) is that AmigaRemix doesn't have any ASTAROTH or PREHISTORIC TALE remixes. Jochen Hippel's orchestrated masterpieces deserve to be brought into the new millenium!
Those game tracks had been remixed. Just check other sources than AmigaRemix. There is a full listing of all Hippel remixes available on the bottom of The Thalion Source - Jochen Hippel - (http://home.wtal.de/gmb/Hippel/hippelm.htm).
Quote from: Gerry on 08:54, 12 June 13
Those game tracks had been remixed. Just check other sources than AmigaRemix. There is a full listing of all Hippel remixes available on the bottom of The Thalion Source - Jochen Hippel - (http://home.wtal.de/gmb/Hippel/hippelm.htm).
I have spent a good few years trawling MadMax's demos and music from that site... it's good to see it's still there. Thanks for bringing that great site back to my attention! ^_^