Author Topic: Mortal Kombat .sks max 8KB STarKos 1.2  (Read 4344 times)

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Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #26 on: 14:05, 29 April 18 »
I downloaded your MODs and put them in ModPlug Tracker: they are also on octave 6, just like AT2. There is a small bug in AT2 indeed the note should be G instead of E, this has been corrected but not release yet. However, this shouldn't be a problem. Either let the song this way, or transpose it manually (a bit tedious), or transpose the tracks via the transpose icon in the Linker.
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Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #27 on: 14:07, 29 April 18 »
However, why you try to use instruments from a song to another, which has nothing to do with it, I do not understand. Simply recreate simple instruments to "sound" like the ones of the original song, and it will sound like a real song!
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Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #28 on: 17:11, 29 April 18 »
However, why you try to use instruments from a song to another, which has nothing to do with it, I do not understand. Simply recreate simple instruments to "sound" like the ones of the original song, and it will sound like a real song!
MK is using normal simple sound (first 2 tracks) (sinus), and then bass normal simple sound comes on a second channel (channel with the same note filling all step of track) (sinus), at track 5 a drums track is added (channel with 2 alternative notes) - I don't find yet an instrument for this last one.

In original, I don't ear drums, but an organ


https://www.youtube.com/watch?v=yE8-Obc11gs
« Last Edit: 17:23, 29 April 18 by freemac »

Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #29 on: 18:04, 29 April 18 »
Why do you rely on a video for this? Your source is a MOD! Simply listen to each sound in MilkyTracker/ModPlug Tracker (or even Arkos Tracker, since the import works) and create their FM counterpart on Arkos Tracker. Replace the sound one by one, then, when all the samples are replaced with FM instruments, you will be able to export to AKG successfully.


Note: it may have been faster to ask a musician to convert the song :) .
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Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #30 on: 19:42, 29 April 18 »
Why do you rely on a video for this? Your source is a MOD!
"Original mod" itself is using bad instruments (mk_bo.mod) around 5th track (drums instead of organs)

Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #31 on: 21:21, 29 April 18 »
?? But it does not matter. What matters is the instrument that YOU create instead.
Targhan/Arkos

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Offline Arnaud

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #32 on: 17:37, 01 May 18 »
Have you succeed to play sound effect with Arkos 2 on your project ?

Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #33 on: 18:16, 01 May 18 »
Quote
Have you succeed to play sound effect with Arkos 2 on your project ?


Haven't you? Any problem?
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Offline Arnaud

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #34 on: 19:07, 01 May 18 »
Always problem with FX, i have also tested with AKL here :

http://www.cpcwiki.eu/forum/programming/(cpctelera)-help-needed-for-converted-arkos-player-2/10/

and Fx seems broken.

Today i tried the solution RASM binary compiled, all works for music and once again FX are wrong.

It seems my assembly seems to be corrected converted but integration with C (SDCC) seems to have problem, but i haven't idea why.
« Last Edit: 20:06, 01 May 18 by Arnaud »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #35 on: 14:27, 03 May 18 »
Have you succeed to play sound effect with Arkos 2 on your project ?


Yes

https://github.com/renaudhelias/RubikCubePaletteCPC/tree/master/JDVPA%234_test
combat2e.c jdvpa4_combat2.dsk (run"combat2e)

Code: [Select]
PLY_AKG_MANAGE_SOUND_EFFECTS : 1
Code: [Select]
;Hooks for external calls. Can be removed if not needed.
jp PLY_AKG_Init          ;PLY_AKG_Start + 0.
jp PLY_AKG_Play          ;PLY_AKG_Start + 3.
jp PLY_AKG_Stop          ;PLY_AKG_Start + 6.
jp PLY_AKG_InitSoundEffects ;+9
jp PLY_AKG_PlaySoundEffect ;+C

Code: [Select]
void cpct_akp_musicInit()
{
   __asm
   ;; backup Z80 state
  push af
  push bc
  push de
  push hl
  push ix
  push iy
  exx
  ex af, af'
  push af
  push bc
  push de
  push hl
 
   ; sks2000.bin/exemple.asm
   ; ld de,#0x3000
   ; call #0x2000
   
   ; agk2000.bin/PlayerAkgTester_CPC.asm
   ld hl,#0x3000
    xor a                   ;Subsong 0.
    call #0x2000
   
   ; PLY_AKG_InitSoundEffects
   ld hl,#0x2D20
    call #0x2009
   
   ;; restore Z80 state
  pop hl
  pop de
  pop bc
  pop af
  ex af, af'
  exx
  pop iy
  pop ix
  pop hl
  pop de
  pop bc
  pop af
   __endasm;
}

void cpct_akp_musicPlay()
{
   __asm
   ;; backup Z80 state
  push af
  push bc
  push de
  push hl
  push ix
  push iy
  exx
  ex af, af'
  push af
  push bc
  push de
  push hl
   
   ; sks2000.bin/exemple.asm
   call #0x2003
   
   ;; restore Z80 state
  pop hl
  pop de
  pop bc
  pop af
  ex af, af'
  exx
  pop iy
  pop ix
  pop hl
  pop de
  pop bc
  pop af
   __endasm;
}

void cpct_akp_sfxPlay()
{
   __asm
   ;; backup Z80 state
  push af
  push bc
  push de
  push hl
  push ix
  push iy
  exx
  ex af, af'
  push af
  push bc
  push de
  push hl
   
   ; PLY_AKG_PlaySoundEffect
   ld c,#0          ;Channel 1.
    ld a,#1 ;The selected sound effect (>=1).
    ld b,#0          ;Full volume.
    call #0x200C
   
   ;; restore Z80 state
  pop hl
  pop de
  pop bc
  pop af
  ex af, af'
  exx
  pop iy
  pop ix
  pop hl
  pop de
  pop bc
  pop af
   __endasm;
}
(still the http://norecess.cpcscene.net/using-interrupts.html formula to backup/restore Z80 state)


cpct_akp_sfxPlay() is launched when you want inside source code (when I've got damages during a fight I launch it)
cpct_akp_musicPlay() is launched one time per vsync()
« Last Edit: 14:48, 03 May 18 by freemac »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #36 on: 14:33, 03 May 18 »
https://github.com/renaudhelias/RubikCubePaletteCPC/blob/master/JDVPA%234_test/PlayerAkg2000.asm => akx2000.bin (using rasm.exe)

still mk3000.bin (mk3000.akg) as music (still bad octave (but I have to test OpenMPT one time https://wiki.openmpt.org/Manual:_Keyboard_Actions : "Data Entry -1"/"Data Entry Down (Coarse)"))

akx2D20.bin (akx2D20.akx) with 3 "quickly own made" instruments (remark : you can select octave when you export into .akx from Arkos Tracker 2) :
if you change
Code: [Select]
ld a,#1 ;The selected sound effect (>=1).into
Code: [Select]
ld a,#3 ;The selected sound effect (>=1).you result a quick beep instead of a KRRR (noise)

As akx2000.bin has a constant size and akx is small I put akx2D20.bin just after end of akx2000.bin :)
« Last Edit: 14:53, 03 May 18 by freemac »

Offline Targhan

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #37 on: 15:00, 03 May 18 »
Mmmh, so is everything all right? The fact that there is a beep instead of a KRRR, do you suppose it is a bug from my player? Should I investigate?
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Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #38 on: 15:02, 03 May 18 »
Mmmh, so is everything all right? The fact that there is a beep instead of a KRRR, do you suppose it is a bug from my player? Should I investigate?
It's all right, It's me that enabled noise on first FX instrument.

Offline SuTeKH/Epyteor

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #39 on: 22:52, 03 May 18 »
Many, many, MANY apologies to DMA-SC! However, here's a very quick conversion of the "mk-bo.mod" (while watching "Would I Lie To You" on DAVE) on my own 6128 (still slightly smoking at the back) done just now!



EDIT: On reflection, I still think you should consider using one of the Spectrum .pt3 versions of the movie theme... or... if you're thinking of programming a full MK or MK2 game, then consider converting the original game music instead (or getting someone else to do it for you!) Flossy Brimble did the Amiga version in .mod format, so it shouldn't be too difficult to convert them to AY!
« Last Edit: 23:14, 03 May 18 by SuTeKH/Epyteor »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #40 on: 14:36, 05 May 18 »
Many, many, MANY apologies to DMA-SC! However, here's a very quick conversion of the "mk-bo.mod" (while watching "Would I Lie To You" on DAVE) on my own 6128 (still slightly smoking at the back) done just now!



EDIT: On reflection, I still think you should consider using one of the Spectrum .pt3 versions of the movie theme... or... if you're thinking of programming a full MK or MK2 game, then consider converting the original game music instead (or getting someone else to do it for you!) Flossy Brimble did the Amiga version in .mod format, so it shouldn't be too difficult to convert them to AY!
Yeah !

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

run"combat2
« Last Edit: 15:24, 05 May 18 by freemac »

Offline freemac

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Offline SuTeKH/Epyteor

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #42 on: 09:32, 06 May 18 »
PLEASE NOTE:

Original Mortal Kombat Theme written by Lords of Acid (Maurice Engelen & Olivier Adams)
Amiga .mod file conversion by DMA-Sc.
Lazy Amstrad .sks conversion by SuTeKH/Epyteor


Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #43 on: 14:52, 06 May 18 »
if you're thinking of programming a full MK or MK2 game, then consider converting the original game music instead (or getting someone else to do it for you!) Flossy Brimble did the Amiga version in .mod format, so it shouldn't be too difficult to convert them to AY!
Would be nice adding two MODE 1 levels each with a special palette ink :
* Johnny Cage vs Scorpion, with "Living Forest background" (from MK2)
* Sonya Blade vs Kano, with "Courtyard background" (from MK)
perhaps at THSF 2019 :)
« Last Edit: 16:15, 06 May 18 by freemac »

Offline SuTeKH/Epyteor

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #44 on: 20:22, 06 May 18 »
There are a couple of "mock-up" C64 MK images floating around the internet.
Sub Zero Vs Scorpion (C64)

MODE 0 would be perfect for a CPC version, in my view. Lots of colours, full-on detail, some h/w scrolling and Scorpion burning Sub Zero (as it should be!) Sampling "GET OVER HERE!" shouldn't be too difficult, either!

A fully-working MK game on the CPC; it would re-ignite the SF2 vs MK feud!
Both games on the Amstrad would be amazing! ^_^
« Last Edit: 09:15, 07 May 18 by SuTeKH/Epyteor »

Offline freemac

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Re: Mortal Kombat .sks max 8KB STarKos 1.2
« Reply #45 on: 04:17, 23 May 18 »

https://vimeo.com/269414280 some CPC at THSF 2018  8)


@3:00 Ikari Warrior (Phantomz 2 players 2 joystick) - without sound <3
@5:25 Barbarian (Phantomz 2 players 2 joystick) - sound only <3
« Last Edit: 04:59, 23 May 18 by freemac »