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DJ Puff's Volcantic Capers C64


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#1 José Pereira OFFLINE  

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Posted Mon Aug 22, 2011 12:06 AM

C64:
62323.png
( :ponder: Can I say Commodore or use the symbol:36479.gif :?: ;)

Or probably more hard/impossible the 'Abandonia' P.C. version:
DJ Puffs Volcanic Capers_1.png


Thanks in advance.
José Pereira.

#2 José Pereira OFFLINE  

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Posted Mon Aug 22, 2011 12:42 AM

Hey, Emkay!...
Just saw you here... No I don't want A8 Smus ;) :
smus.png
There aren't most of Gfxs. Chars/Tiles there.
The Levels aren't there.
Lots of the game things aren't there.

But the Commy64 (better not write real Names because maybe someone from Commy Odore could be 'Gloogling us' :D ) Sprites converted into our 10pixels wide Multicolour and 'coloured' ;) PMs..

I am thinking that it could be called SMUS II because CodeMasters are still alive.
And because we are in times that it is always better to ask first I think I may call the A8 Smus Authors if I can use their 'A8 sprites' ;)
:P


José Pereira.

Edited by José Pereira, Mon Aug 22, 2011 12:44 AM.


#3 José Pereira OFFLINE  

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Posted Mon Aug 22, 2011 1:40 AM

That's what I always like in ZX people from the begining, they are crazy about Game Maps:
DJPuffsVolcanicCaper Map from ZX.png
Now it's time to see if it's the same as C64 version.

Get 2:1 Chars/Tiles of C64 is simple and using the with the ZX Map it's just a copy.



Noral and traditional question from me:
"Is there anybody around interested in... ;) ?




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#4 José Pereira OFFLINE  

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Posted Mon Aug 22, 2011 1:53 AM

And the C64 coder is exactly the same as another CodeMasters called Stuntman Seymour:
stuntman_seymour_03.gif stuntman_seymour_04.gif

That 'our Hero' seems the almost the same sprite as on our A8 (without Hands to fit 10pixels wide A8 PM probably):
wlodzykij_4.gif



And because there's also a ZX Map I may/would call it Wlodzykij II if the A8 Authors give me permission ;) .

Sure there was no 'Google Images' for CodeMasters discouver this back in those days...
(these and many others, shame that most of the times were just Gfxs. and C64 sprites ripping and not real porting/conversions of the C64 versions :x )

Edited by José Pereira, Mon Aug 22, 2011 1:55 AM.


#5 high voltage ONLINE  

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Posted Mon Aug 22, 2011 2:05 AM

Commodore 64 stuff/questions etc belongs under 'Classic Computing'.

#6 José Pereira OFFLINE  

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Posted Mon Aug 22, 2011 2:09 AM

View Posthigh voltage, on Mon Aug 22, 2011 2:05 AM, said:

Commodore 64 stuff/questions etc belongs under 'Classic Computing'.

Or not.
Depends to the objective of the Topic.

#7 sack-c0s OFFLINE  

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Posted Mon Aug 22, 2011 3:53 AM

Yeah - I'd argue that it bgelongs here if there's the intention of an A8 port. now someone has to break out the assembler and justify the thread ;)

I'm not sure how I feel about DJ Puff though - I'd play it, but it's not one I'd want to dedicate the time to porting because I'd need to like it a lot more for that. I do like the music though for some reason, so if it came to it and nobody better was around and idly wait for something to do...

edit: am I the only one who sees the bug in this? It seems the sprite position lag one frame behind the background scrolling


Edited by sack-c0s, Mon Aug 22, 2011 3:57 AM.


#8 José Pereira OFFLINE  

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Posted Wed Aug 24, 2011 1:00 AM

View PostJosé Pereira, on Mon Aug 22, 2011 1:53 AM, said:

And the C64 coder is exactly the same as another CodeMasters called Stuntman Seymour:
Attachment stuntman_seymour_03.gifAttachment stuntman_seymour_04.gif

That 'our Hero' seems the almost the same sprite as on our A8 (without Hands to fit 10pixels wide A8 PM probably):
Attachment wlodzykij_4.gif



And because there's also a ZX Map I may/would call it Wlodzykij II if the A8 Authors give me permission ;) .

Sure there was no 'Google Images' for CodeMasters discouver this back in those days...
(these and many others, shame that most of the times were just Gfxs. and C64 sprites ripping and not real porting/conversions of the C64 versions :x )

DJ Puff Vulcanic or Stuntman Seymour are from the same coder and the Engine are the same, and it will just need a soft sprite to move 3or4 soft sprites.
Even DLIs. are almost all the time only needed on the Bottom Status area...
By Now, just a Stuntman Seymour with A8 colours and just PF2/PF3 ANTIC4 on the Playing Area with sprites overlays:Stuntman seymour_snow Level to try_A8.PNG
Stuntman seymour_snow Level to try.PNG
(A8 vs C64)
:P

Edited by José Pereira, Wed Aug 24, 2011 1:03 AM.


#9 popmilo OFFLINE  

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Posted Sun Sep 4, 2011 1:33 PM

I like "CJ's Elephant Antics" more...
Maybe because it was one of the first games in that style.
And each levels theme was from some other part of world (Paris, Egypt, Jungle...).



Its quite a simple concept and could be done nicely on A8...

#10 José Pereira OFFLINE  

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Posted Sun Sep 4, 2011 1:44 PM

View Postpopmilo, on Sun Sep 4, 2011 1:33 PM, said:

I like "CJ's Elephant Antics" more...
Maybe because it was one of the first games in that style.
And each levels theme was from some other part of world (Paris, Egypt, Jungle...).



Its quite a simple concept and could be done nicely on A8...


Can I say that all can be done in A8?
:P

#11 sack-c0s OFFLINE  

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Posted Thu Feb 9, 2012 2:03 PM

Sorry about the thread necro - I got bored and had a spare half hour earlier and I started fiddling with the music from this. I reckon the pokey could do a nice job of it. If anyone feels like doing the game at some point I'll have a go at finishing it, but to be honest the game itself doesn't interest me that much...

Attached Files


Edited by sack-c0s, Thu Feb 9, 2012 2:04 PM.


#12 emkay ONLINE  

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Posted Thu Feb 9, 2012 3:08 PM

View Postsack-c0s, on Thu Feb 9, 2012 2:03 PM, said:

Sorry about the thread necro - I got bored and had a spare half hour earlier and I started fiddling with the music from this. I reckon the pokey could do a nice job of it. If anyone feels like doing the game at some point I'll have a go at finishing it, but to be honest the game itself doesn't interest me that much...

Musically correct, as always.
Hope, nothing prevents you from adding some nice modulations and filter effects to suite the tune ...

media][/media]

I'd bet POKEY can do a marvellous job here....

#13 sack-c0s OFFLINE  

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Posted Thu Feb 9, 2012 4:54 PM

View Postemkay, on Thu Feb 9, 2012 3:08 PM, said:


Hope, nothing prevents you from adding some nice modulations and filter effects to suite the tune ...


Nothing except the fact I was hastily doing this during the half hour I had free during lunch, so was a bit short of time. This is probably the 'getting the notes in the right place' phase. The bassline doesn't have the same feel as the original so it needs a fair bit of work yet

#14 emkay ONLINE  

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Posted Sat Feb 11, 2012 1:56 AM

View Postsack-c0s, on Thu Feb 9, 2012 4:54 PM, said:

View Postemkay, on Thu Feb 9, 2012 3:08 PM, said:

Hope, nothing prevents you from adding some nice modulations and filter effects to suite the tune ...


Nothing except the fact I was hastily doing this during the half hour I had free during lunch, so was a bit short of time. This is probably the 'getting the notes in the right place' phase. The bassline doesn't have the same feel as the original so it needs a fair bit of work yet

Gen "E" never does have the right feel ;)
Interested in the bass used in "Flimbo" ?

It's really simple.
Use gen "C" one octave lower. Give the envelope a dedicated length. One posistion is just playing the lowest pitch at gen. "A" . Then the length of the envelope and the position of the "gen A" can be moved to fit best to the "floating" of the tune.
Hopefully a new tracker is on the way, allowing that without the listenable "gen. A sound" playing. The result of this is played better on the real thing, as the emulation doesn't only change the face of a sounds, it's a logical error making the resulting sound sometimes sounding as a different note. Played at a low volume, it sound like a modulated bass then.




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