Hey, everybody.
After 4 years of development of Ghosts 'n Goblins, you can finally enjoy our first public PREVIEW of the game. It offers only the first level but allows you to get an idea.
The game is a cartridge file, and runs on an Amstrad PLUS with at least 128K ram, or any emulator that can properly emulate the PLUS range like WinAPE or Sugarbox.
To access the game parameters, please press space or button 1 during cartridge boot.
Any feedback or questions can be made in this thread or on the gng128k[at]gmail.com mailbox.
Enjoy the game!
Golem13 / Winner / iXien
@Golem13 (https://www.cpcwiki.eu/forum/index.php?action=profile;u=1887)
Thank you so much for this, looking forward to checking it out. 8)
very cool, looks great, long time coming!!
Very nice game , works fine with CPCEC emulator from @cngsoft (https://www.cpcwiki.eu/forum/index.php?action=profile;u=191)
https://youtu.be/wXspDNGTrHg (https://youtu.be/wXspDNGTrHg)
Superbe. La (longue) attente valait le coup !
Vivement la version finale ! :)
G(n)G cher Golem !Vivement que tu finisses pour que tu t'occupes d'autres choses ... :D ;D ;D ;D
Finally a version worthy of the CPC... :)
Quote from: XeNoMoRPH on 04:34, 10 April 20
Very nice game , works fine with CPCEC emulator from @cngsoft (https://www.cpcwiki.eu/forum/index.php?action=profile;u=191)
https://youtu.be/wXspDNGTrHg (https://youtu.be/wXspDNGTrHg)
Hello, and thanks for your feedback.
Although it has rapidly improved over the last few weeks, the emulation is not yet perfect with CPCEC, of which I am following the development in real time with its author. I see some little glitches that shouldn't be there.
Quote from: Golem13 on 09:21, 10 April 20
Hello, and thanks for your feedback.
Although it has rapidly improved over the last few weeks, the emulation is not yet perfect with CPCEC, of which I am following the development in real time with its author. I see some little glitches that shouldn't be there.
I just realized that I have not used the - 20200406 - latest version of the CPCEC emulator, I have just used the previous version : 20200331
sorry :(
Quote from: XeNoMoRPH on 09:36, 10 April 20I just realized that I have not used the - 20200406 - latest version of the CPCEC emulator, I have just used the previous version : 20200331
sorry :(
No worries :)
I've already played at the Alchimie last year, ahah!! It was great already, well done! But I won't play it again... till I get the finished version!!
Great work.
Yeeahh! Great! ;)
Quote from: Targhan on 10:55, 10 April 20
I've already played at the Alchimie last year, ahah!! It was great already, well done! But I won't play it again... till I get the finished version!!
Great work.
A little patience! Now we only released level 1, because we had talked about it, and given what we're going through, a little bit of fun was good too. Currently, levels 4, 5 and 6 are being implemented.
I saw that on Twitch yesterday.
I created an account here just to thank you.
The game is impressive, you have really mastered the CPC+.
I'm very impatent to play the final version when it will be ready.
It looks super cool! When it is finished it will be an awesome conversion.
Very nice try , i would also like a ghouls and ghosts revision of the game.Once both the quarantine and the games completes , i can offer a week of free vacations in my hotel in Preveza Greece for each member of the team with their family on MAY or June or Sept .Keep up the good work and contact me for details!
Very nice work. I can't realize how much passion is involved in this game 8)
Hello,
I am a new member, I would like to introduce myself briefly: Tarodius, Streamer / Youtubeur fan of the Amstrad CPC
I find this conversion much superior to that of the old amstrad CPC and above all very faithful to the Arcade version.
So I presented this preview on my Youtube channel and I share the link with you, hoping to make you a good ad with the fans of the Amstrad CPC on the French side.
Yours
Tarodius
https://youtu.be/prDgGP4ocJc (https://youtu.be/prDgGP4ocJc)
Welcome Tarodius,
i watch very often your videos.
Congratulations for this masterpiece. One of the few CPC6128+ pride.
Is there some cheat or easter egg to discover ? I've just discovered the cybernoid one on Rtype128ko.
Crafted with love and care. This will be a massive hit for the Amstrad Plus !! Thanks to the team behind this jewel
It's always amazing to see what could have done with this machine and mostly with talented development team.
Quote from: Arnaud on 16:02, 11 April 20
It's always amazing to see what could have done with this machine and mostly with talented development team.
Yeah although 4 years and still in making, any company working to those timescales would be long bankrupt, I think that's one of the reasons why the quality of some modern developments can be higher. The constraint of getting the product developed and to market in a timescale that allows a profit is removed.
Quote from: tjohnson on 17:06, 11 April 20Yeah although 4 years and still in making, any company working to those timescales would be long bankrupt
You can't compare one guy programming on its free time and a team payed to do that all the year.
A labour of love from dedicated programmers V a team working to a schedule because its just another paid job - I know what I prefer!
Strongly a physical version of! :)
Quote from: TotO on 17:22, 11 April 20
You can't compare one guy programming on its free time and a team payed to do that all the year.
I wasn't hence my point, from what I understand most commercial games were knocked out on about a 12 week schedule with a small number of people, coder, graphics and music and probably the love and dedication that this development shows just wouldn't happen on a commercial release where a balance of quality and time is very important.
Quote from: TotO on 17:22, 11 April 20
You can't compare one guy programming on its free time and a team payed to do that all the year.
In addition to that, Golem programmed the Plus from scratch after a looooooooooong break
I know he doesn't like when people are talking about what will be after this but...
...i bet his next project (if any) will benefit reusable portions of code and experience learned with GnG+
Quote from: roudoudou on 20:34, 11 April 20
In addition to that, Golem programmed the Plus from scratch after a looooooooooong break
I know he doesn't like when people are talking about what will be after this but...
...i bet his next project (if any) will benefit reusable portions of code and experience learned with GnG+
Indeed, there is now a lot of technical material. But it still depends a little on the type of game.
And it's not that I don't like it :-) it's that I don't know, I didn't project myself so far.
Quote from: tjohnson on 18:59, 11 April 20
I wasn't hence my point, from what I understand most commercial games were knocked out on about a 12 week schedule with a small number of people, coder, graphics and music and probably the love and dedication that this development shows just wouldn't happen on a commercial release where a balance of quality and time is very important.
You're right and we are all ok to say that it explains why a lot of arcade conversions on home computers were failure. Publishers as U.S.Gold or Activision gave only 1 or 2 months to isolated creators to make the job done. We have no time limit, it's just for fun and all is made on spare time, so if it needs 2 years more depending on the time we can devote to it, we will take this extra time. But I think that if all those conversions were developped in 6 or 7 months intensively by guys together in the same workspace, things should be so much different.
Nowadays, it's fun to offer the conversions we expected back at the time. That's all the interest 8)
That's right. We are not superhumans or better than those who came before us. Quite the contrary. But we're not ashamed to use what's available to us, powerful machines and lots of time, to produce what we dreamed of when we watched the game screenshots of 16-bit machines on our favourite magazines.
The reason I chose the 6128 PLUS is also to do the complete opposite of what was imposed by commercial rules that required making a game that works on all the machines in the range. Here we are using all the capabilities of the biggest stock machine in the range so that we have no regrets in the future. We won't have to ask ourselves what we could have done if we had used this or that which was available but never used? I know the machine is not very widespread, but we are lucky enough to be able to use very good emulators to enjoy it anyway.
Finally, this project is a way of coming full circle with our (my?) childhood, with this game that is so dear to my heart for what it meant to me.
It's not just a matter of time, today, thanks to the internet, we have a lot of information, access to the game's roms, more in-depth knowledge of the systems, and having the original game available to study it in every part, helps a lot the creative process.
Having said that, I am 47 years old, G'nG has always been one of my favorite games and I have played it on any platform and in any of its incarnations. So your version shouldn't have any effect on me.
And instead I found myself playing the demo with a stupid smile on my face, like when I was a kid in a arcade room and I saw and played what, I knew, I could never have found at home with the systems of the time.
Your work is impressive, incredible. The details, the graphics, the animations... Also the Princess looking up when the demon appear!
Thanks for taking me back many years.
I can't wait to play the full version.
P.s. The only details missing are the animated water and the grass in foreground that cover the Arthur feet in the first half of the level.
Quote from: Makaimura on 12:44, 17 April 20
It's not just a matter of time, today, thanks to the internet, we have a lot of information, access to the game's roms, more in-depth knowledge of the systems, and having the original game available to study it in every part, helps a lot the creative process.
Having said that, I am 47 years old, G'nG has always been one of my favorite games and I have played it on any platform and in any of its incarnations. So your version shouldn't have any effect on me.
And instead I found myself playing the demo with a stupid smile on my face, like when I was a kid in a arcade room and I saw and played what, I knew, I could never have found at home with the systems of the time.
Your work is impressive, incredible. The details, the graphics, the animations... Also the Princess looking up when the demon appear!
Thanks for taking me back many years.
I can't wait to play the full version.
P.s. The only details missing are the animated water and the grass in foreground that cover the Arthur feet in the first half of the level.
Your comment was a real breath of fresh air for me today.
Otherwise, the two flaws you point out are perfectly right, I know them and as you have pointed them out, maybe I will take up the challenge ;D
Thank you very much for this good energy.
Do you think that a 64ko release should be possible ?
Quote from: Golem13 on 21:25, 17 April 20
Your comment was a real breath of fresh air for me today.
Otherwise, the two flaws you point out are perfectly right, I know them and as you have pointed them out, maybe I will take up the challenge ;D
Thank you very much for this good energy.
;D It was a real pleasure!
By the way, I only saw the system menu now... So many options, and... I can set the Japanese version ... Makaimura! You are a real, absolute genius ...
I want to say to you only another thing: If your version was released at the time, it would have been Amstrad' killer application.
Without thinking, I would have bought the system just to play this awesome conversion.
I have not seen here the Xyphoe preview
https://youtu.be/-SP7iPC2hqY (https://youtu.be/-SP7iPC2hqY)
Quote from: Golem13 on 21:21, 09 April 20
Hey, everybody.
After 4 years of development of Ghosts 'n Goblins, you can finally enjoy our first public PREVIEW of the game. It offers only the first level but allows you to get an idea.
The game is a cartridge file, and runs on an Amstrad PLUS with at least 128K ram, or any emulator that can properly emulate the PLUS range like WinAPE or Sugarbox.
To access the game parameters, please press space or button 1 during cartridge boot.
Any feedback or questions can be made in this thread or on the gng128k[at]gmail.com mailbox.
Enjoy the game!
Golem13 / Winner / iXien
I have tested the game and its amazing . Congratulations
for the game .I look forward to play the other levels too.
Quote from: Makaimura on 12:49, 19 April 20
;D It was a real pleasure!
By the way, I only saw the system menu now... So many options, and... I can set the Japanese version ... Makaimura! You are a real, absolute genius ...
I want to say to you only another thing: If your version was released at the time, it would have been Amstrad' killer application.
Without thinking, I would have bought the system just to play this awesome conversion.
I just wanted to let you know that both of your requests have been fulfilled, and will be in the final version. It's been a pleasure, I'm happy as a child myself :-)
If I can contact you personally, I can show you what it looks like, in exclusivity... Send me a private message if you are interested.
Quote from: kawickboy on 11:20, 18 April 20
Do you think that a 64ko release should be possible ?
Honestly, no, it seems really complicated. I'm really sorry.
Quote from: Golem13 on 23:13, 24 April 20
I just wanted to let you know that both of your requests have been fulfilled, and will be in the final version. It's been a pleasure, I'm happy as a child myself :-)
If I can contact you personally, I can show you what it looks like, in exclusivity... Send me a private message if you are interested.
Sincerely... I have no word... I send a pv immediatly!!!
Very impressive job! And for me it's quite curious that scene has been working in 2 versions in parallel, the one from GX4000 and this one for 6128+ :) . We only had the old CPC version and now we have 2 incredible ports!!
Hi Golem13, your silence is deafening!!!Please, share some news... ;D
Do we have Golem13 any news for the game Ghosts'n Goblins for Amstrad PLUS 128K ?
There is no need to say it once more but Golem you deserve one week vacation on May or June or Sept in my hotel in Greece Preveza after you finish your game as a kind gesture for your effort for the amstrad community.PM me for the details.
Quote from: Makaimura on 09:37, 17 June 20
Hi Golem13, your silence is deafening!!!Please, share some news... ;D
Very sorry for the rather long response time. The developments are continuing, and I think I'm at 90% on the code. I'll be sending some eye food soon.
Quote from: retroman3 on 18:33, 16 July 20
Do we have Golem13 any news for the game Ghosts'n Goblins for Amstrad PLUS 128K ?
Thank you very much for your interest in the project.
As I said above, developments are continuing and I think I'm at 90%.
For your information, a lot of things have already changed and are changing since the public preview version simply because a new person that I like very much, very motivated and very talented has joined the team.
It takes time, but we're not sleeping at all. And let's not forget that we do it on our free time, just for the fun of Amstrad and Ghosts'n Goblins that we both love.
I'll say more about it soon.
I just played the preview for the first time, very good, hard as nails!
Quote from: tjohnson on 01:40, 04 November 20
I just played the preview for the first time, very good, hard as nails!
And then it won't spoil anything as ongoing adjustments will change what has been shown, to deliver a new game experience in the final delivery, both visually and in the behaviour of the entities.
Otherwise, although it's not yet well balanced in the preview (it's an overview and requires a lot of work and testing from different players), you can choose a difficulty level in the service menu (press space at boot time) so you don't get too angry :-)
Hard as nails but really liked it, looks and plays very very well. Top work
Quote from: tjohnson on 22:05, 06 November 20
Hard as nails but really liked it, looks and plays very very well. Top work
When I have worked for a video games company at the end of the 90's, I remember what the game designer said and it was something like: "when you are working on the same game since 2 years, you no more have the objectivity on its difficulty ". And "It is important to have a beta tester giving feedbacks about the game difficulty to do the balancing, else your game can looks great, the players will not have fun with"
Goblins and the sequel ghouls were always tough games, this version adds a point to authenticity.
Yeah if it's too hard it goes from fun to frustrating and then you give up with the game.
In order to celebrate the last year of the development of this game -this year is strongly considered- I published this one year old video, before it is totally outdated :) Compared to what had already been released in last year's preview, part of the level 2 and vertical scrolling is visible. Nevertheless, at the moment all the levels are done, although some adjustments still need to be fine-tuned, such as the different levels of difficulty and some small bugs or graphic, sound and technical improvements.
Since this video capture, the gameplay has been significantly improved by being more precise, the sound atmosphere is more worked on (TotO's PlayCity is also managed as an option).
Importantly, the graphics have been improved and propel the visual experience into a new dimension. Thanks to a newcomer to the team, who is just incredibly talented and who will soon be introduced by his work. We are very lucky to have him on our side.
The project in its new form will be presented I hope soon.
Regards
https://youtu.be/o7yTi31thlw
The result is spectacular, I liked that the Playcity can be used to improve the sound since I have a unit
Oh, I have a Playcity too! Time to put it to use!
This video already looks gorgeous...
Quote from: Golem13 on 01:23, 24 February 21
Since this video capture, the gameplay has been significantly improved by being more precise, the sound atmosphere is more worked on (TotO's PlayCity is also managed as an option).
Great that you support the PlayCity!!! :) :) :)
GREAT SCOTT!!! Fantastic news Golem13! I have already expressed myself several times on the goodness of this conversion which seems to be one of the best ever made for this 1985 masterpiece.
I look forward to seeing how the project has evolved.
I cannot wait for it :)
Wow! Playcity working now? Great news! :)
Quote from: Golem13 on 01:23, 24 February 21
In order to celebrate the last year of the development of this game -this year is strongly considered- I published this one year old video, before it is totally outdated :) Compared to what had already been released in last year's preview, part of the level 2 and vertical scrolling is visible. Nevertheless, at the moment all the levels are done, although some adjustments still need to be fine-tuned, such as the different levels of difficulty and some small bugs or graphic, sound and technical improvements.
Since this video capture, the gameplay has been significantly improved by being more precise, the sound atmosphere is more worked on (TotO's PlayCity is also managed as an option).
Importantly, the graphics have been improved and propel the visual experience into a new dimension. Thanks to a newcomer to the team, who is just incredibly talented and who will soon be introduced by his work. We are very lucky to have him on our side.
The project in its new form will be presented I hope soon.
Regards
https://youtu.be/o7yTi31thlw (https://youtu.be/o7yTi31thlw)
Sensational :o
I now wish I had a plus!! :D
I hope this wont take long and we will have it soon. I am so anxious to play it.
I officialize today the joining of Mathieu Delaruelle aka Hwikaa ( 😍 ) for some time in the graphics team, replacing Thomas Ferté aka Winner who had done a great job ( 😘 ). He joins the team composed of myself on the code, and Julien Riet aka Ixien ( 🥳 ) on music and sounds.
Undeniably, we cross with his talent a level that propels the game in a new dimension 🍉🍈🍑🥥.
Important information that might be of interest: we're almost at the end!
Here's a small video that should show where we are from now on.
https://youtu.be/tZ_9zTFwrJY
It is magnificent!
No, YOU are. :D
Quote from: Animalgril987 on 21:39, 02 March 21I now wish I had a plus!!
I now REALLY wish I had a Plus!! :D
I knew there was "something" between you two :). Excellent work!!
I knew that I was right to acquire a CPC plus, to be able to enjoy these game :o
But how did you put a 68K in a CPC? :D
Quote from: Gryzor on 09:47, 18 May 21
But how did you put a 68K in a CPC? :D
You probably never heard of emulation. Right? 😂
Quote from: Gryzor on 09:47, 18 May 21
But how did you put a 68K in a CPC? :D
Useless. The SNES is a 8-bit system. :D
GFX are gorgeous
OMAGAAAAA!
Quote from: TotO on 09:54, 18 May 21
Useless. The SNES is a 8-bit system. :D
Can't compare apples with crap! :D
Quote from: TotO on 09:54, 18 May 21
Useless. The SNES is a 8-bit system. :D
+1
Quote from: Golem13 on 21:50, 17 May 21He joins the team composed of myself on the code
Looks like fantastic coding.
How do you get the MODE 1 text during the game and on the title screen over the MODE 0 background? I assume you are multiplexing hardware sprites?
I doubt you could multiplex and update the sprites quick enough. But even the "Take a key for coming in" is short enough that you can just write into about 11 sprites with careful positioning and have Mode 1 sized text.
Quote from: andycadley on 12:37, 18 May 21
I doubt you could multiplex and update the sprites quick enough. But even the "Take a key for coming in" is short enough that you can just write into about 11 sprites with careful positioning and have Mode 1 sized text.
Here, the credits, scores and copyrights overlay the scrolling map.
https://www.youtube.com/watch?v=begnxQ6KqYw&t=50s (https://www.youtube.com/watch?v=begnxQ6KqYw&t=50s)
Quote from: redbox on 11:49, 18 May 21
Looks like fantastic coding.
How do you get the MODE 1 text during the game and on the title screen over the MODE 0 background? I assume you are multiplexing hardware sprites?
Yes, it's a very simple technique that consists of using hard sprite pieces cut via interrupts, with the mode 1 zoom, properly positioned in the right place. As realtime updates take time, you have to do them in a smart and minimal way during a VBL.
Here the video:
https://youtu.be/vXNKXixealY
See below, the structure of the screen you see:
Quote from: andycadley on 12:37, 18 May 21
I doubt you could multiplex and update the sprites quick enough. But even the "Take a key for coming in" is short enough that you can just write into about 11 sprites with careful positioning and have Mode 1 sized text.
you doubt but...
as you can see, with multiplexing you can repeat where it has to!
(https://i.postimg.cc/KjwwzH5m/gng-screen02.png)
Quote from: Golem13 on 13:21, 18 May 21See below, the structure of the screen you see:
Excellent technique, especially combining the MODE changes with multiplexed sprites.
Splendid work so far :-*
@Hwikaa (https://www.cpcwiki.eu/forum/index.php?action=profile;u=494) 's iteration over the existing graphics is such a nice addition !
I can't wait to play the final version of the game... I suggest a release for Halloween, the theme would match perfectly ;D
Quote from: norecess on 14:00, 18 May 21
Splendid work so far :-*
@Hwikaa (https://www.cpcwiki.eu/forum/index.php?action=profile;u=494) 's iteration over the existing graphics is such a nice addition !
Thanks @norecess (https://www.cpcwiki.eu/forum/index.php?action=profile;u=2409) ! It means a lot to me.
Quote from: norecessI can't wait to play the final version of the game... I suggest a release for Halloween, the theme would match perfectly ;D
Nice idea, and we could celebrate my birthday at the same time! :D
Quote from: roudoudou on 13:50, 18 May 21
you doubt but...
as you can see, with multiplexing you can repeat where it has to!
(https://i.postimg.cc/KjwwzH5m/gng-screen02.png)
Yes, I'd missed that screen. I was thinking of trying to multiplex the horizontal text. If that's doing it by careful character splitting then that's insanely impressive. The vertical repetition should, in theory, be a bit easier as everything is spaced out reasonably well but even still rendering into the ASIC sprite memory is a PITA.
Looks like a damned fine bit of work all in all, can't wait to die repeatedly on the first few screens (all I ever did in every GaG game!)
Very impressive indeed, from the programming perspective and from the graphical perspective.
Which computer language is the game written with? Assembler, C, Pascal, ...?
Quote from: Otto on 15:17, 18 May 21
Very impressive indeed, from the programming perspective and from the graphical perspective.
Which computer language is the game written with? Assembler, C, Pascal, ...?
It's 100% assembler, written from scratch.
All the code is written by myself, and part of it is generated by a back office also written by me. It takes care of compiling, preparing, formatting the necessary data (graphics as a board, music and sounds as ArkosTrackers mods). It is written in C# and runs under windows.
All the code is finally assembled with the very powerful RASM assembler from Roudoudou.
I only imported three external routines, the ZX0 and LZ48 compression/decompression, and the Arkos Tracker player code. I naturally took care to modify these codes, so that they fit perfectly, and meet exactly the needs of the game.
For emulation, I mainly work with WinAPE which remains the best choice in terms of programming thanks to its very powerful debugging and tracing interface. I use it as an execution machine because I develop with a simple NotePad++. For testing on a real machine, I use an Amstrad 6128 PLUS and an M4 card.
The backoffice, without human intervention from the beginning to the end of the generation of the final CPR, takes care of sending the cartridge either to WinAPE or to the real machine in Wifi, automatically. The fully industrialised process takes 10 to 15 seconds with a single click.
Impressive... Simply impressive. This conversion ranks as one of the best ever.
Quote from: XeNoMoRPH on 06:43, 18 May 21
I knew that I was right to acquire a CPC plus, to be able to enjoy these game :o
I've got a Plus too but how would you go playing a .cpr file on it?
M.
Quote from: mpanayiotakis on 20:34, 18 May 21
I've got a Plus too but how would you go playing a .cpr file on it?
You must acquire at least one of the following two cards:
C4CPC from Gerald (c4cpc .a.t. free.fr) --> http://www.cpcwiki.eu/index.php/C4CPC (http://http://www.cpcwiki.eu/index.php/C4CPC)
M4 from Duke (duke .a.t. spinpoint.org) --> http://www.spinpoint.org/2019/11/19/m4-board-guides/ (http://www.spinpoint.org/2019/11/19/m4-board-guides/)
Quote from: Golem13 on 20:44, 18 May 21
You must acquire at least one of the following two cards:
C4CPC from Gerald (c4cpc .a.t. free.fr) --> http://www.cpcwiki.eu/index.php/C4CPC (http://http://www.cpcwiki.eu/index.php/C4CPC)
M4 from Duke (duke .a.t. spinpoint.org) --> http://www.spinpoint.org/2019/11/19/m4-board-guides/ (http://www.spinpoint.org/2019/11/19/m4-board-guides/)
Thank you for the suggestions.. are they still in production? I vaguely remember looking for something like that some time ago and couldn't find a way to buy them..
Quote from: mpanayiotakis on 20:56, 18 May 21
Thank you for the suggestions.. are they still in production? I vaguely remember looking for something like that some time ago and couldn't find a way to buy them..
I suppose there may be gaps in production depending on orders and deliveries of electronic parts, but I don't think it is impossible to order these cards. I suggest you send an email to the contacts I gave you.
They are both on cpcwiki anyway :-)
I have both cards, both perfectly functional.
Quote from: Golem13 on 21:00, 18 May 21I don't think it is impossible to order these cards
Gerald recently posted that due to the shortage of components he is out of stock. So for now, the M4 is the only option.
Quote from: eto on 06:47, 19 May 21
Gerald recently posted that due to the shortage of components he is out of stock. So for now, the M4 is the only option.
The M4 can't be used on a GX4000, while the C4CPC is more appropriate for peoples wanting a plug&play cartridge system to play. Crossing fingers to see it back soon!
For GX4000 users there is M7 board from Duke too ;D
Quote from: roudoudou on 10:45, 19 May 21
For GX4000 users there is M7 board from Duke too ;D
Afaik that has never been finished and produced?! But it would of course be awesome.
https://youtu.be/kq_Ca4ItAtg
Just awesome!
Fantastic!!! Awesome!!! It's not an overhaul G'nG version, it's a Remake... The Ice Towers are even more beautiful than in the arcade version, they have more details, even the water at the bottom, a masterpiece ...
Damn that looks fine.
Quote from: roudoudou on 10:45, 19 May 21
For GX4000 users there is M7 board from Duke too ;D
Fairly certain Duke said he abandoned that project a while back.
This looks fantastic.
What I personally like about this is, that despite it being just 160x200 pixels, the graphics still look crisp and clear. That's an incredible job on the sprites and background.
It looks fantastic! I don't mean to being overly critical, but I am sincerely wondering why the scrolling (at least in the video) is not as fluid as one would expect it from the ASIC .. I am referring mainly to the horizontal scrolling, looks like it is at 25 fps ..
Any physical release planned ?
Quote from: kawickboy on 12:50, 25 November 21Any physical release planned ?
Yes, if there are fans, it is likely that we will make a physical collector's version. In any case, technically we have the possibility.
Quote from: BSC on 18:38, 23 November 21
It looks fantastic! I don't mean to being overly critical, but I am sincerely wondering why the scrolling (at least in the video) is not as fluid as one would expect it from the ASIC .. I am referring mainly to the horizontal scrolling, looks like it is at 25 fps ..
You are absolutely right, the game is at 25fps. It can run 90% of the time at 50fps, but there are still 10% of the time, in given situations, where it would go down to 25fps. Having experienced it, these slowdowns are quite unsightly and unpleasant. So we decided to set it permanently at 25fps and keep this speed in 100% of the cases.
To come back to the asic, it allows things that a classic Amstrad doesn't allow, like hard scrolling at pixel/line, PRI interrupts, hardware "rupture", 16 hard sprites with their palette of 15 inks unbundled from the mode as well as a range of 4096 colors, and 3 DMA to drive the sound chip. This is good, of course very usefull. It helps with some things, but that's all.
The hard scrolling of the CPC classic, apart from the fact that it is done at word (without tricks), is as fast as what the asic offers. All the software handling of a hardware scrolling is still done by a Z80 at the same speed as a CPC. Also, the hard sprites have a non-indexed by a pointer buffer that has to be filled in software. This is certainly more efficient than a soft sprite, but it is not CPU free. Also I'd like to point out that the game has a lot of soft sprites in addition to the 16 hard sprites animated on the screen, a multidirectional horizontal and vertical scrolling as well as music and sound effects.
You have to understand that a game invented for a machine will be made of sequences that do not exceed the capabilities of this machine.
When you reproduce a game made for another hardware, on an Amstrad PLUS, you will find a lot of situations that will not be easy to manage correctly.
This is the case in many situations with Ghosts'n Goblins, like many adaptations.
Of course an Amstrad CPC can't do this in the same way, that's for sure. But I think that permanent 25hz, considering the gameplay of the original, what we did with it and what an Amstrad PLUS can offer, is a good result.
Quote from: Golem13 on 14:19, 25 November 21
Yes, if there are fans, it is likely that we will make a physical collector's version. In any case, technically we have the possibility.
Great! :) :)
Quote from: Golem13 on 14:44, 25 November 21All the software handling of a hardware scrolling is still done by a Z80 at the same speed as a CPC. Also, the hard sprites have a non-indexed by a pointer buffer that has to be filled in software. This is certainly more efficient than a soft sprite, but it is not CPU free.
Thanks for your elaborate response, especially the quoted part was not obvious to me (even though it should have), as I said: it looks awesome and I was just wondering. Looking forward to the final release. Keep it up!
We have all enjoyed the one level promo demo and wait for the final release but please consider about a Ghouls and ghosts remake.Have you even consider of a sequel for our belove plus.thank you for your effort and your communication.
Quote from: amijim on 22:43, 12 December 21
We have all enjoyed the one level promo demo and wait for the final release but please consider about a Ghouls and ghosts remake.Have you even consider of a sequel for our belove plus.thank you for your effort and your communication.
Honestly, let the man finish his current project
Quote from: amijim on 22:43, 12 December 21
We have all enjoyed the one level promo demo and wait for the final release but please consider about a Ghouls and ghosts remake.Have you even consider of a sequel for our belove plus.thank you for your effort and your communication.
Ahaha, I can think about it, "ça ne mange pas de pain" as they say in French :) which means that it doesn't cost much to just think about it. Yes let's finish this one first. The second one is a bit more technically challenging, and would require bigger compromises.
Here are the three images I made public on 10 December from mid level 2, with the following caption, again recalling a part of our youth : As you lead an expedition to free your beloved, the icy winter calm of the polar regions you have just traversed is disturbed by a terrifying phenomenon. Where does this deluge of growling come from? Who commands these supernatural forces? How can they be stopped? The one who must answer these questions is YOU.
Captured with an IPhone on a CRT
(https://scontent-frx5-1.xx.fbcdn.net/v/t39.30808-6/265536765_1068854110557727_8052492769707163945_n.jpg?_nc_cat=105&ccb=1-5&_nc_sid=730e14&_nc_ohc=R4RjovN5K2AAX8EP6we&_nc_ht=scontent-frx5-1.xx&oh=00_AT_AYEOcuoC6UGO8s-qb60Pc1xRdHHLfEh_LTwyojmA5yg&oe=61BB2C6A)
Captured on an emu
(https://scontent-frt3-2.xx.fbcdn.net/v/t39.30808-6/266301636_1068854130557725_1352844928100742968_n.jpg?_nc_cat=101&ccb=1-5&_nc_sid=730e14&_nc_ohc=gRmKo2Z4QjoAX846pwS&_nc_ht=scontent-frt3-2.xx&oh=6f1dfbad85764927cfc6cc7328f17555&oe=61BBAA55)
Captured on another emu with Roudoudou's personal filter
(https://scontent-frt3-1.xx.fbcdn.net/v/t39.30808-6/266154359_1068893777220427_8078323344698271898_n.jpg?_nc_cat=106&ccb=1-5&_nc_sid=730e14&_nc_ohc=eitofI6UK2QAX-yrhgA&_nc_ht=scontent-frt3-1.xx&oh=baeede2bbbcf968511be423aa059290f&oe=61BBC57D)
Looks beautiful on that CRT!
OMG , i feel i am a virgin again !
Looking very nice!
In theory, could the game engine be used to remake Ghouls N Ghosts?
Wow, this looks amazing!
Just wondering though if this is technically possible on a 464+ rather than requiring a 6128+ (presumably anything that's stored in the extra 64KB of RAM could be stored instead on the cartridge) or does it really need all the RAM? I can certainly imagine it might be convenient to double buffer the screen and use 32KB for each, but if you're making heavy use of the sprites, I'm not sure if you would bother double buffering as well.
That said, I'm probably missing a subtlety of plus programming (I guess cartridge is only mappable to top and bottom 16KB banks?) as I've never tried coding for anything other that the base 464 as it's what I had as a kid, so it's what I'm most fond of.
¡Enhorabuena!
�Es maravilloso que se pueda por fin aprovechar
las capacidades de la gama +, ya que la industria en su día se lo negó.
Me gustaría preguntarte que parte programaste en ensamblador...cual en C y que instruccion en concreto activa el scroll hardwsre y sprite por hardware.
Gracias por vuestro trabajo.
Having just installed the 2nd 64k ram bank in my GX4000 I can confirm it works flawlessly on a GX4128k . Hopefully the full game won't take another 4 years as I love this under emulation already. brilliant work
@Golem13 simply breathtaking.
why not having done a crtc adaptation to make it working on all cpc? in 2022, all cpc demos and games should work on all cpc models!
Quote from: Bug Powell on 10:42, 30 March 22why not having done a crtc adaptation to make it working on all cpc? in 2022, all cpc demos and games should work on all cpc models!
All Plus machines have the same CRTC and anything that uses the Plus hardware extensions isn't going to work on an old school CPC.
i have read that some old cpc (not plus) are equiped with an asic chip. so why did golem13 make the effort to make his game working on this type of cpc?
Quote from: Bug Powell on 11:07, 30 March 22i have read that some old cpc (not plus) are equiped with an asic chip. so why did golem13 make the effort to make his game working on this type of cpc?
It's an ASIC, in a strictly technical sense, just one that only implements the functionality of the old CPC models.
The ASIC in the Plus is a whole different beast that adds hardware sprites, scrolling, 4096 colours, DMA sound etc.
When CPC folk talk about the ASIC, they're usually using it as shorthand for the Plus version.
thank you for your clear answer! too bad that i do not own a cpc plus. i will play it on an emulator.
The last "low cost" CPC produced are using the pre-ASIC that include the same CRTC than the Plus but not the dedicated features. It is called CRTC4 because it was discovered after the Plus ASIC called CRTC3.
The pre-ASIC include the GA, the CRTC and some glue logic to save parts and simplify the mainboard tracks rooting by removing the need to expose the video data and address buses. It doesn't include the PPI and the AY (neither the ASIC) as sometime wrote.
Sure, we was able to expect it to have hidden future features like 12-bit palette, but... no.
https://www.cpcwiki.eu/imgs/8/8e/CPC464_PCB_Top_%28Z80329_MC0099A%29.jpg
Quote from: TotO on 12:37, 30 March 22The pre-ASIC include the GA, the CRTC and some glue logic to save parts and simplify the mainboard tracks rooting by removing the need to expose the video data and address buses.
just out of curiosity: it's the same ASIC as in the cost-down 6128, right? Would it be possible to upgrade to 128K internally as the ASIC includes the PAL? E.g. populating the 41464 sockets and wiring CAS to CAS1?
As I know, yes you can enable the PAL include into the pre-ASIC and upgrade like a real 6128.
Today, since I had already communicated a bit about it before, I reveal you the direction that the graphic research on level 3 finally took.
Of course, this is taken from all the work that has been done and does not presume where the development is going.
What I can say is that it's coming along, and the game will be finished. We are always looking for perfection, not hesitating to do, propose, and re-do to re-propose, until the result becomes perfect in our eyes and expectations.
WoW! Pure awesomeness!!!!!
Great work, I am eager to see the final release
Looks really awesome.
Quote from: Golem13 on 14:19, 25 November 21Quote from: kawickboy on 12:50, 25 November 21¿Algún lanzamiento físico planeado?
Sí, si hay fans, es probable que hagamos una versión física de coleccionista. En cualquier caso, técnicamente tenemos la posibilidad.
Claro que hay fans!, podrias subir alguna captura de nivel 2 o 3?
¡Gracias!
As requested, images of the following levels have been published. Take care of yourself and yours! Cheers!
Looks absolutely gorgeous. :)
Just what I think! Beats the Amiga!
Easy to beat the Amiga! ;D
This really looks fantastic now, I wondered for a while what the point of remaking this again was (beyond fun for those involved) given how excellent the existing GX4000 version is... But this really looks a cut above now! Looking forward to playing it some day hopefully in the not too far future! :)
Absolutely stunning! Makes you wonder if Amstrad had made 128KB standard across the Plus/GX range if it might be had a better chance.
this is looking so good..right up there with versions on much more capable hardware...almost "vespertino" levels of goodness!
This looks like a real cartridge game, not a disc/tape game written into cartridge
ST port was a shame, something based on CPC port, but with poor code.
Only MSX turbo-r release should be better now. CPC plus systems get serious now.
You can't do that with a stock MSX turbo-r, because the sprites limitations.
Quote from: Golem13 on 15:36, 18 May 21Quote from: Otto on 15:17, 18 May 21Muy impresionante, desde la perspectiva de la programación y desde la perspectiva gráfica.
¿Con qué lenguaje de computadora está escrito el juego? Ensamblador, C, Pascal, ...?
Es 100% ensamblador, escrito desde cero.
Todo el código está escrito por mí mismo, y parte de él es generado por un back office también escrito por mí. Se encarga de compilar, preparar, formatear los datos necesarios (gráficos como tablero, música y sonidos como mods ArkosTrackers). Está escrito en C# y se ejecuta bajo Windows.
Todo el código finalmente se ensambla con el potente ensamblador RASM de Roudoudou.
Solo importé tres rutinas externas, la compresión/descompresión ZX0 y LZ48, y el código del reproductor Arkos Tracker. Naturalmente, me encargué de modificar estos códigos, para que encajaran perfectamente y satisfagan exactamente las necesidades del juego.
Para la emulación, trabajo principalmente con WinAPE, que sigue siendo la mejor opción en términos de programación gracias a su interfaz de depuración y rastreo muy potente. Lo uso como una máquina de ejecución porque desarrollo con un simple NotePad++. Para probar en una máquina real, utilizo un Amstrad 6128 PLUS y una tarjeta M4.
El backoffice, sin intervención humana desde el principio hasta el final de la generación de la RCP final, se encarga de enviar el cartucho ya sea a WinAPE o a la máquina real en Wifi, automáticamente. El proceso totalmente industrializado tarda de 10 a 15 segundos con un solo clic.
Impressive, we can't wait any longer, I would like to ask you, with what tool do you draw the scenes and sprites? what do you do in C and Rasm exactly?
Thank you for your work, we are looking forward to it.
Quote from: Golem13 on 15:36, 18 May 21Quote from: Otto on 15:17, 18 May 21Muy impresionante, desde la perspectiva de la programación y desde la perspectiva gráfica.
¿Con qué lenguaje de computadora está escrito el juego? Ensamblador, C, Pascal, ...?
Es 100% ensamblador, escrito desde cero.
Todo el código está escrito por mí mismo, y parte de él es generado por un back office también escrito por mí. Se encarga de compilar, preparar, formatear los datos necesarios (gráficos como tablero, música y sonidos como mods ArkosTrackers). Está escrito en C# y se ejecuta bajo Windows.
Todo el código finalmente se ensambla con el potente ensamblador RASM de Roudoudou.
Solo importé tres rutinas externas, la compresión/descompresión ZX0 y LZ48, y el código del reproductor Arkos Tracker. Naturalmente, me encargué de modificar estos códigos, para que encajaran perfectamente y satisfagan exactamente las necesidades del juego.
Para la emulación, trabajo principalmente con WinAPE, que sigue siendo la mejor opción en términos de programación gracias a su interfaz de depuración y rastreo muy potente. Lo uso como una máquina de ejecución porque desarrollo con un simple NotePad++. Para probar en una máquina real, utilizo un Amstrad 6128 PLUS y una tarjeta M4.
El backoffice, sin intervención humana desde el principio hasta el final de la generación de la RCP final, se encarga de enviar el cartucho ya sea a WinAPE o a la máquina real en Wifi, automáticamente. El proceso totalmente industrializado tarda
Impresionante, no podemos esperar más, me gustaría preguntarte, ¿con qué herramienta dibujas las escenas y los sprites? ¿Qué haces exactamente en C y Rasm? Gracias por su trabajo, estamos deseando que llegue.
There is no C.
It's pure assembly, but part of it is generated by a C# program (the GnG backoffice) which provides compilation results in assembly code (necessary to speed up the processing during the execution of the game in runtime). This generated code is optimized to the maximum of what I could do.
In this perspective, the hard and soft sprites are compiled in assembler by various engines within a complete backoffice that I wrote in C#.
The assets of the sprites and other images or animations are delivered in GIF files which are consumed by this backoffice which automatically clips them, and processes, arranges, arranges, as necessary.
All the processing of assets, level data, mapping, music and sfx, the management of the global assembly and the preparation of all this in the final CPR file (compression, distribution and addressing of the data in the roms) are done entirely via this backoffice, via a process that allows to assemble everything in a maximum of 10 seconds (if maximum compression) in 1 click.
The implementation of the levels is done via another software, the Level Designer, also written in C#, which proposes a visual interface allowing the graphic designer to deliver his work in the form of tilesets and XML files describing the palettes, the tile mapping, or other elements specific to the game that will be processed by the backoffice.
I write the Z80 code via a simple Notepad++, with which I manage the project and its file tree.
At the end, if I make any modification (code, image, any data or settings), in only one click, the backoffice software prepares everything without any intervention from me, and finally launches either WinAPE by automatically loading the cartridge, or sends the cartridge file to my 6128 PLUS via an M4 card in wifi and automatically starts the amstrad by booting on the game.
For the graphics part, I let Hwikaa explain how he works, if he wants.
The assembler used for the assembly is Edouard Bergé's RASM, which is consumed by the backoffice to assemble the various game elements.
The music and sfx are written by Ixien who works with Arkos Tracker 2.0 from Targhan (Windows). I wrote a custom player in asm Z80 to play the mods and manage the internal PSG and the TotO playcity card if present (which adds two extra PSGs, allowing to have uncut internal channels and spacialized SFX).
Finally, the compression algorithm used is ZX0 by Einar Saukas.
Basically, that's all.
"Basically, that's all" ??? :P
A physical release like Alcon2020 will be released ?
Quote from: Golem13 on 19:25, 29 March 23No hay C.It
es ensamblaje puro, pero parte de él es generado por un programa C # (el backoffice GnG) que proporciona resultados de compilación en código ensamblador (necesario para acelerar el procesamiento durante la ejecución del juego en tiempo de ejecución). Este código generado está optimizado al máximo de lo que podría hacer.En
esta perspectiva, los sprites duros y blandos son compilados en ensamblador por varios motores dentro de un backoffice completo que escribí en C #.
Los activos de los sprites y otras imágenes o animaciones se entregan en archivos GIF que son consumidos por este backoffice que los recorta automáticamente, y procesa, organiza, organiza, según sea necesario.
Todo el procesamiento de activos, datos de nivel, mapeo, música y sfx, la gestión del ensamblaje global y la preparación de todo esto en el archivo CPR final (compresión, distribución y direccionamiento de los datos en las roms) se realizan completamente a través de este backoffice, a través de un proceso que permite ensamblar todo en un máximo de 10 segundos (si es compresión máxima) en 1 clic.
La implementación de los niveles se realiza a través de otro software, el Level Designer, también escrito en C #, que propone una interfaz visual que permite al diseñador gráfico entregar su trabajo en forma de conjuntos de mosaicos y archivos XML que describen las paletas, el mapeo de mosaicos u otros elementos específicos del juego que serán procesados por el backoffice.
Escribo el código Z80 a través de un simple Notepad++, con el que gestiono el proyecto y su árbol de archivos.
Al final, si hago alguna modificación (código, imagen, cualquier dato o configuración), con un solo clic, el software de backoffice prepara todo sin ninguna intervención mía, y finalmente inicia WinAPE cargando automáticamente el cartucho, o envía el archivo del cartucho a mi 6128 PLUS a través de una tarjeta M4 en wifi e inicia automáticamente el amstrad iniciando en el juego.
Para la parte gráfica, dejé que Hwikaa explicara cómo trabaja, si quiere.
El ensamblador utilizado para el montaje es RASM de Edouard Bergé, que es consumido por el backoffice para ensamblar los diversos elementos del juego.
La música y sfx están escritas por Ixien que trabaja con Arkos Tracker 2.0 de Targhan (Windows). Escribí un reproductor personalizado en asm Z80 para jugar los mods y administrar el PSG interno y la tarjeta TotO playcity si está presente (que agrega dos PSG adicionales, lo que permite tener canales internos sin cortar y SFX espacializados).
Finalmente, el algoritmo de compresión utilizado es ZX0 de Einar Saukas.
Básicamente, eso es todo.
Muchas gracias por las explicaciones Golem, y gracias por aportar este gran Gng a una máquina tan injustamente desperdiciada y con tantas virtudes. Tú dices.. Eso es básicamente ... Jaja, lo que es, es increíble. Gracias por tu trabajo😀
Can we use English please? Thanks. Even a Google translation will do...
Hello, I just tried it and I thought it was great.
I've made the mod of 128kb of ram to the gx4000 just to be able to play it.
I can't wait to play the final version.
(https://i.ibb.co/mvnCgWP/foto-gng-128kb-en-gx4000.jpg)
Quote from: Gryzor on 18:00, 31 March 23Can we use English please? Thanks. Even a Google translation will
Thread cleaned, including very correct posts because it'd make no sense for them remaining here.
READ CAREFULLY:
This is an English language forum, with members from all over the world. We gladly tolerate accept the occasional post or thread in other languages because we're not assholes, but the moment you disregard this and demand that we translate your posts, you're already over the line.
Consider yourself warned.
Looking great!
More than great I'd say!
A big Ghost'n Goblins fan, I've been collecting it on all platforms for years. This one looks better than the already great C64 and MSX remakes.
I have only one problem: I don't own a 6128 Plus yet. :P
I can hardly resist trying to do a 128K upgrade to my GX4000 just for this game. Of course, I don't know if I can do it but this is another story. :picard:
I love the graphics in the background !
Again, beautiful gfx.
Really good video, one of the very few examples where we can see what the wonderful 6128 plus is able to do! Thanks a lot! :) :) :)
Update WIP 030 !!! :)
It's Awesome !
https://www.youtube.com/watch?v=srP2xuD6KtE
Gotta say, the cavern graphics are stunning!
It's beautiful and looks like it plays really well!
On a side note, the music in that stage kind of reminds me of Renegade, haha :D
Quote from: norecess464 on 15:14, 18 April 25It's beautiful and looks like it plays really well!
On a side note, the music in that stage kind of reminds me of Renegade, haha :D
I know what you mean regarding the music. :)
The way the lava geysers go back down looks much nicer here than it does in the arcade version.
Looks absolutely fantastic!
Yes, this is a video I posted 3 weeks ago publicly on my facebook account, totally forgetting to post it on yt.
Now I've done it, thanks for reposting it here ;)
As you can see, the graphics are a bit different from the arcade version. As they'd messed up the levels more after the 2nd one, with a bit of love, it's pretty easy to do better than the arcade.
Added to the fact that Hwikaa is a really talented graphic designer, the result is really astonishing. I should point out, though, that there are plenty of little glitches in the graphics (if you're quibbling), which will be fixed between now and the final version.
In this level, we opted for lava rather than fire, because we thought it was easier to render something of high quality. I'm very happy with it, as I am with the animation of the columns of fire, which I think are magnificent. You'll also notice that we've introduced a few little animations that are purely cosmetic (in this case the bubbles on the surface of the lava). The idea here is to use the machine time available to make the environment more lively and immersive, depending on the availability of ram and rom to store all these beautiful graphics. This will be the case for all levels where possible. It's certain that the 512K cartridge will be filled to the brim with ultra-compressed content. The limit will just be the maximum possible.
Someone in the comments of the video remarked that the hitboxes were optimal. This is indeed the case, everything is pixel-based in this adaptation (sprite/sprite collisions as well as sprite/decor collisions, everything is pixel-based). The boxes are decoupled from the display, so you can adjust them to suit the drawings you're seeing. I do a lot of tests to see how human reflexes react, whether at a given moment you thought you should be hit or not, and then I adjust the hitbox. You can see from the video that I get caught out once or twice, and that the game isn't punishing (apart from its natural difficulty).
For the anecdote, I made this video on a homeworking day, in the middle of the day and you can hear at 0:11 the sound of a teams notification, on the first pot ;) and I only noticed it after publication.
Thank you for your positive energy!
See you soon!
Take care!
Just to see how far we've come, here's the version that was planned, before we started again with Hwikaa.
Is planned newer preview?