Ghosts'n Goblins for Amstrad PLUS 128K [PREVIEW]

Started by Golem13, 23:21, 09 April 20

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

andycadley

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.

TotO

Quote from: andycadley 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.
Here, the credits, scores and copyrights overlay the scrolling map.


https://www.youtube.com/watch?v=begnxQ6KqYw&t=50s
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

Golem13

#77
Quote from: redbox on 13:49, 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:

roudoudou

Quote from: andycadley 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.

you doubt but...
as you can see, with multiplexing you can repeat where it has to!

use RASM, the best assembler ever made :p

I will survive

redbox

Quote from: Golem13 on 15:21, 18 May 21See below, the structure of the screen you see:

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

norecess

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

Hwikaa

Quote from: norecess on 16:00, 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: 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

andycadley

Quote from: roudoudou on 15:50, 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!)

Otto

Very impressive indeed, from the programming perspective and from the graphical perspective.
Which computer language is the game written with? Assembler, C, Pascal, ...?


Golem13

Quote from: Otto 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, ...?



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.

Makaimura

Impressive... Simply impressive. This conversion ranks as one of the best ever.

mpanayiotakis

Quote from: XeNoMoRPH on 08:43, 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.

Golem13

Quote from: mpanayiotakis on 22:34, 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
M4 from Duke (duke .a.t. spinpoint.org) --> http://www.spinpoint.org/2019/11/19/m4-board-guides/

mpanayiotakis

Quote from: Golem13 on 22:44, 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
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..

Golem13

Quote from: mpanayiotakis on 22:56, 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.

eto

Quote from: Golem13 on 23:00, 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.

TotO

Quote from: eto on 08:47, 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!
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

roudoudou


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

I will survive

eto

Quote from: roudoudou on 12:45, 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.

XeNoMoRPH

your amstrad news source in spanish language : https://auamstrad.es

GUNHED

http://futureos.de --> Get the revolutionary FutureOS (Update: 2022.03.09)
http://futureos.cpc-live.com/files/LambdaSpeak_RSX_by_TFM.zip --> Get the RSX-ROM for LambdaSpeak :-) (Updated: 2021.12.26)

Makaimura

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 ...

Gryzor


Shaun M. Neary

Quote from: roudoudou on 12:45, 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.
Currently playing on: 2xCPC464, 1xCPC6128, 1x464Plus, 1x6128Plus, 2xGX4000. M4 board, ZMem 1MB and still forever playing Bruce Lee.
No cheats, snapshots or emulation. I play my games as they're intended to be played. What about you?

eto

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.

Powered by SMFPacks Menu Editor Mod