Author Topic: Mortal Kombat .sks max 8KB STarKos 1.2  (Read 1930 times)

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Offline freemac

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Mortal Kombat .sks max 8KB STarKos 1.2
« on: 20:50, 10 March 18 »
Previous step : http://www.cpcwiki.eu/forum/programming/mortal-kombat-scr-overscan-mode-0/msg155320/#msg155320
Binary : http://www.pouet.net/prod.php?which=75278

Hi,

I succeed in running a background sound, but used "Tom&Jerry - Sudoku - Theme 1.sks" from Arkos Tracker 2's  /songs/STarKos directory, I just used it about "performance test".

I have 8KB free for sound (grimware sks.player.asm is deployed at &2000-&2FFF, and sound (bin from SKS (using STarKos 1.2's "GS" command tool)) at &3000-&3FFF.

I tryed to convert a Mortal Kombat XM soundtrack to SKS, but doesn't found any way, have you got some tips ?

I found some xm by here :
http://milkytracker.titandemo.org/downloads/ (Zindozs sound tracker player)
https://modarchive.org/index.php?request=view_by_moduleid&query=154974 aceman_-_mortal_combat.xm
https://modarchive.org/index.php?request=view_by_moduleid&query=52132 mktheme.it

Offline ASiC

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #1 on: 21:26, 10 March 18 »
What about using 7th Reality's (zx demo) excellent MK remixes?



https://www.youtube.com/watch?v=e3Jqql1X6cU


I do have the chiptunes in .VTX format, if you fancy giving them a try.


Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #2 on: 21:35, 10 March 18 »
There is no converter from XM to SKS! You *could* maybe convert the XM to MOD, then import it to Arkos Tracker 2, then replace the sample with FM sounds. But I never found a converter from XM to MOD.
And of course, you'd have to use Arkos Tracker 2 player (I'm the author of AT2 and STarkos), which I advise you to do :) .
« Last Edit: 01:19, 11 March 18 by Targhan »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #3 on: 22:05, 10 March 18 »
Hi Targhan (my hero - btw I loved the green climax by Sucres en Morceaux with our sound background !)

I found a xm to mod converter named "xm2med" on unix (med seems author name of mod), not tryed yet.

But how to export/convert to SKS/or BIN from Arkos Tracker 2, it's still in alpha version ? Got some beta things to make me test ? I read all the website doc, but misunderstood all this new export formats (.AKG,.AKY,.AKL,AKR : what can I do with all theses promisefull files format ?)
j'ai pas tout pigé ^^'
« Last Edit: 22:34, 10 March 18 by freemac »

Offline villain

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #4 on: 22:34, 10 March 18 »
.med is the file format of the OctaMED-tracker on Amigaaaaaahhh.

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #5 on: 22:38, 10 March 18 »
« Last Edit: 00:15, 11 March 18 by freemac »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #6 on: 00:33, 11 March 18 »

https://www.youtube.com/watch?v=6JB2GtHeekc


Si je pouvais avoir un "Au nom de la paix".... ce serait top :)
« Last Edit: 01:05, 11 March 18 by freemac »

Offline freemac

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Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #8 on: 01:28, 11 March 18 »
Hey, this conversion tool you use is really nice! So now you have some raw music in AT2.

If you want to play "FM" sounds (that is, the ones a CPC naturally produces), you have to replace all these samples with "normal" instruments. This must of course be done manually inside AT2. Delete the instruments one by one and create the matching FM instruments.

Once you have a CPC-sounding music, you can export it to AKG, AKY or Lightweight. Which one to choose? It depends on what you want to do! For a demo, use AKY (faster but more memory consuming). AKG is a balance between memory/speed. Lightweight takes less memory, but it also manages less effects, so your song may suffer from it.
8kb is enough for one song, depending of its length. If you have more than one, forget about the AKY I guess. But make some tests! Also, you can use Subsongs to share instruments between them, sparing memory.
« Last Edit: 01:30, 11 March 18 by Targhan »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #9 on: 01:35, 11 March 18 »
Let's see AKG then, I'm currently assembling a game based on vsync(), no more as done on currents demos ^^'
« Last Edit: 01:41, 11 March 18 by freemac »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #10 on: 22:02, 07 April 18 »

https://www.youtube.com/watch?v=VTL5f4tuQRw

random bots used for calibration of game. WIP (it is not a release yet).

https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%233_test/jdvpa3_combat2.dsk
N : new 2 players game (the main objective here)
B : new 1 player game against sub zero
V : new 1 player game against liu kang
C : computer vs computer


joysticks only.

sks2000.bin is load at &2000
sudo3000.bin is load at &3000
&4000 is busy by GFX
so .sks converted to .bin shall have here a max of 4KB (not 8KB ^^), some enough crazy to make one ?

« Last Edit: 23:19, 07 April 18 by freemac »

Offline SuTeKH/Epyteor

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #11 on: 17:22, 13 April 18 »
The Spectrum AY version of the "Mortal Kombat" movie theme (by The Immortals) is available to download here!
Converting it to .ayc isn't all that difficult!

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #12 on: 17:37, 14 April 18 »
I do realise http://www.pouet.net/prod.php?which=75855 (as THSF 2018 festival is coming prompty (next month))

I'm currently reading Fast Tracker 2 tutorial, and found that some Effect does speed up/down tracks. I do understand that CPC cannot implement all Fast Tracker 2 effects : somes has to be calibrated by a human.

Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #13 on: 18:40, 14 April 18 »
I really don't understand what you're trying to achieve. Any import into AT2 is approximate and will result in you correcting things. It is normal, XM/MOD do not target the same hardware.
But if I were you, I would either:
- Ask a musician to do the conversion.
- Do it myself, it's probably faster than going through all your conversion phases, which will induce errors.
« Last Edit: 21:00, 14 April 18 by Targhan »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #14 on: 20:29, 16 April 18 »
Realise update 16/04/2018 http://www.pouet.net/prod.php?which=75855 - same download link
* a defense cannot break a defense...
* a broken attack cannot damage...

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #15 on: 21:15, 25 April 18 »
New realise 25/04/2018 :
* mode 1 (4 colors)
* calibration of contact area
* some animations recentered
* some animations reparametered for a best global render
* Sub-Zero doesn't move while waiting (Liu Kang does)
* Lui Kang does relax when he wins


http://www.youtube.com/watch?v=B7CQ_szGkyM

http://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/jdvpa4_combat2.dsk




Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #16 on: 19:52, 27 April 18 »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #17 on: 20:21, 27 April 18 »
Ok, last week before the event, and game seems nice calibred and colored, I'll try a simple export .bin from "Arkos Tracker 2" of a not hurting much .mod and then try to play it simply using grimware official.sks.player.1.2.zip WinAPE routine (knowing that slowing/speed up feeling result is normal for a CPC into convertion (not all Fast Tracker II effects (damn where are the authors of it now ??? ) theses are sure not rendable into CPC - without a certain human purpose -)
« Last Edit: 20:22, 27 April 18 by freemac »

Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #18 on: 21:03, 27 April 18 »
Hmm, watch out, Arkos Tracker 2 has its own player (included to its package), the exported music is NOT compatible with the "official.sks.player.1.2.zip", which reads STarKos music! It is not the same software (but it is the same author :)). Use one or the other, but stick to its dedicated music player.


If you decide to use AT2, and are worried about the speed of the player, you can use the AKY format, which is the fastest, but takes also more memory. Check out the AT2 website in my signature to read more about the three players available in AT2, and which one to choose. If you don't know, simply choose the "generic (AKG)".

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #19 on: 23:19, 27 April 18 »
Ho, I see know some of them, like on C:\Arkos Tracker 2\players\playerAkg\sources\PlayerAkg.asm

Is there a sample of one 'A to Z' running fully then on WinAPE ?


I'll try it tomorrow :)
« Last Edit: 23:25, 27 April 18 by freemac »

Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #20 on: 12:06, 28 April 18 »
There isn't much to do to play music. Check the testers in the "testers" folder, you will understand how it works.


However, Winape will probably NOT be able to assemble the player: its assembler is too limited. Either use SJasmPlus or Rasm. If you really want to use Winape, first generate the binary with Rasm/SJasmPlus, then use "incbin" in Winape to include the player. You will just have to make a "call player + 0" for initialization (with the right parameter, once again, check the testers) and "call player + 3" to play one frame of the song.

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #21 on: 17:09, 28 April 18 »

http://www.youtube.com/watch?v=aApCBmRdeb0

Got a mod candidate

Here I do run original mk_bo.mod https://modarchive.org/index.php?request=view_by_moduleid&query=52118 with milkytracker and then arrange it to get only 3 channels, export then, and... reload it using milkytracker (at this step, already a strange lost of quality) : see attached file mk_bo-3voies-4cut.mod

Then I do load it with Arkos Tracker 2 alpha. A second range of quality lost but it is quite fine for me. Enough to try going further :)

I choose AKY as export. But do result on a very very small file...

I'll start to test the AKY hello world (testers/) right now...
« Last Edit: 18:15, 28 April 18 by freemac »

Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #22 on: 17:17, 28 April 18 »
Errr... Are you aware that the you try to play SAMPLES on CPC? Only a specific MOD player can do that. It will be ready for the next version, but it takes 100% on the CPU. You can NOT use it for a game.
The AKG format will play soundchip. Not samples. You have converted your original song so that AT2 can read it. This is the first step. Now you have to get rid of ALL the sample instruments, and use FM instrument instead. THEN, you can export to AKG and you will be able to play the song on a real CPC.


You say the AKG export is very small. This is normal, because AKG does not manage any samples! So no Instruments were exported. Anyway, once you have created your FM instruments, the song will not be much heavier. Which is great, it means the format is well optimized :).

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #23 on: 18:54, 28 April 18 »

http://www.youtube.com/watch?v=cHFjSUQ0nSY

Just a try using Solarium.sks FM instruments instead (bad octave, my poor ears... but timing is still OK)

https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/musique/MK2-Solarium.aks

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #24 on: 12:19, 29 April 18 »
Test of PlayerAkgTester_CPC.asm using RASM + WinAPE

I copy rasm.exe into C:\Arkos Tracker 2\players\playerAkg\sources\tester and I just drop on it the "PlayerAkgTester_CPC.asm" file, a new file called rasmoutput.bin appears.

I write a "PlayerAkgTester_CPC-WinAPE.asm" text file with this content, on still the same folder :
Code: [Select]
org #1000
run $
incbin "rasmoutput.bin"
; offset,lenght
;save "akg1000.bin",&1000,&4000
I do launch WinAPE, F3, open "PlayerAkgTester_CPC-WinAPE.asm", F9, OK... music is playing :)