Author Topic: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]  (Read 19198 times)

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Offline andycadley

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #75 on: 14:37, 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.
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Offline TotO

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #76 on: 14:59, 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
« Last Edit: 15:06, 18 May 21 by TotO »
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Offline Golem13

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #77 on: 15:21, 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:

« Last Edit: 15:38, 18 May 21 by Golem13 »
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Offline roudoudou

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #78 on: 15:50, 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!

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use RASM, the best assembler ever made :p

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Offline redbox

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #79 on: 15:52, 18 May 21 »
See below, the structure of the screen you see:

Excellent technique, especially combining the MODE changes with multiplexed sprites.
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Offline norecess

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #80 on: 16:00, 18 May 21 »
Splendid work so far  :-*

@Hwikaa '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
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Offline Hwikaa

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #81 on: 16:32, 18 May 21 »
Splendid work so far  :-*

@Hwikaa 's iteration over the existing graphics is such a nice addition !
Thanks @norecess ! It means a lot to me.

Quote from: norecess
I 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
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Offline andycadley

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #82 on: 16:49, 18 May 21 »
you doubt but...
as you can see, with multiplexing you can repeat where it has to!




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!)
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Offline Otto

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #83 on: 17:17, 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, ...?

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Offline Golem13

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #84 on: 17:36, 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.
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Offline Makaimura

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #85 on: 18:32, 18 May 21 »
Impressive... Simply impressive. This conversion ranks as one of the best ever.
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Offline mpanayiotakis

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #86 on: 22:34, 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.
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Offline Golem13

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #87 on: 22:44, 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
M4 from Duke (duke .a.t. spinpoint.org) --> http://www.spinpoint.org/2019/11/19/m4-board-guides/
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Offline mpanayiotakis

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #88 on: 22:56, 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
M4 from Duke (duke .a.t. spinpoint.org) --> 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..
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Offline Golem13

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #89 on: 23:00, 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.
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Offline eto

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #90 on: 08:47, 19 May 21 »
I 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.
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Offline TotO

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #91 on: 12:41, 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!
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Offline roudoudou

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #92 on: 12:45, 19 May 21 »

For GX4000 users there is M7 board from Duke too  ;D
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use RASM, the best assembler ever made :p

I will survive

Offline eto

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Re: Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]
« Reply #93 on: 13:00, 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.
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