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Everything posted by Squall_FF8

  1. Some highlights: Sound Effects (BIG thanks to ZeroByte) Title screen Title menu Help
  2. Update: please check VLOG #2 for details. Some highlights: Added music: BIG thanks to ZeroByte for his tremendous work of recreating original tune! Added HUD: all things needed are visualized. Extra HUD: the gathered balloons are visualized Added animation: a police car hit by an oil can Added animation: score for eliminating a police car Added a new NPC: The cat with a flag Implemented almost the whole score mechanics.
  3. Version 0.3


    City Connection for x16 Initial vlog: Update: VLOG #2 Update: VLOG #3
  4. City Connection View File City Connection for x16 Initial vlog: Update: VLOG #2 Update: VLOG #3 Submitter Squall_FF8 Submitted 09/10/21 Category Games
  5. You want to make the meat - an API that will do the heavy lifting to produce different effects, so an UI could use that to make/play music. In that regard what is music - a sequence of this API calls in timely manner. Obviously you can do that by hard coding it, which maybe ok for short sequences like sound effects, but bad for longer ones. That is why you need a standard - specification of what commands in what format will be used by the player to transform them in API calls. And that is where the file format comes into the play - it describes how the commands will be placed in linear memory (RAM, files). That is why it is important to create such standard/format, so an artist can deliver/spread his work in a transportable way. Imagine Photoshop without exports/saves - what good to have all that effects, layers, tools (and the API behind), if you can't deliver the result? Hehe it might be cheap way for you, but was excellent way to grab my attention BTW in your experience what is the potential of CONCERTO for creating synthesized sound effects, like gunshot, collision,...?
  6. Woah so much work is done. That seems like the most comprehensive music project that target musicians. Excellent work! It is good to hear that you are still working on this! That makes me eager to see the changes BTW in the demo video there is Demo1/Demo2 buttons with nice tunes, which suggest some sort of file format. Skimming trough your source I didn't see the specification for that format, or any routine that plays a continues data. Is such format and API function exists?
  7. From all that I have read, YM has a major flow - writing to a register require the YM to be ready. That ready state on real hardware is around 156 CPU cycles at current configuration. I bet even with all extra VERA overhead PSG writes takes less then that
  8. This project seems very promising! In general I agree - the productivity on a contemporary computer is much better then using directly x16, even if it is emulator. So you made a tracker for a PC that can produce a demo like included file. Where can we see that tracker? Screenshots, video, the tracker itself? Also how did you produce the music in the .prg file - did you transform/decode existing format or you manually loaded the values in your tracker?
  9. I tried the demo, but couldn't see the effect, maybe because there is only a .prg file in the download. BTW is this a new version? I'm sure I have seen something like screenshots before.
  10. Although BASIC is slow, using some asm routines for heavy CPU things might keep the BASIC useful. BTW Very lovely PETSCII artwork!
  11. I tried a random mod not included in your distribution and it worked fine! Not perfect but that is to be expected (not all things emulated). I would suggest to stop all channels before you repeat a song, because many times a voice play a note at the end, but nothing at start and that carry on and disturb the music till a note appear P.S. Is there a way to stop/pause the music? {pressing a key from keyboard would be nice).
    Just tried it, and it's awesome!!! The music, the GUI - excellent work! t gives me that vibes that it did when mod was a thing
  12. Cool demo! Excellent work! BTW you are killing me with this code: Is it copy protection or just to save 1 byte?
  13. Cool idea! I would suggest before you start implementing goodies, try to finish essentials - what makes something an IDE: Editor - yours seems pretty good. Things like syntax highlight, suggestion/auto-complete, hint on mouse pointing - are things that we got spoiled Compiler - not only to compile the code, but to visualize in the editor errors (position it at the wrong line, underline with red,...) Run the resulting file Debugging - breakpoints, step in,... (optional) Project file - to hold all folders references, used files, resources, compiler settings,... (optional) Help - contextual help is the most desired (like hit F1 and get help on commands, on references, ...). You can include some general info - VERA registers, X16 Kernel, PSG spec, 65c02 Instruction set, ... You have done many of these, good work! If you manage to pull all above you will be on par with contemporary IDEs that cost thousands And last but not least: stay away from editors (except the one for code)! This will suck your time and energy just to find out that almost nobody uses it, simply because there are plenty free and commercial that do better job (and users know and prefer at least one of them).
  14. Awesome, thanks! I'm curious, were you able to do some music for X16? If so what tools have you used?
  15. Thank you very much, Bruce!!! I always read your comments and especially your replays with a pleasure - right on point, there is no bla-bla, logical exposition supported by examples!!!
  16. I'm software developer so less hardware, the better. That is why FPGA seems much closer to perfection - emulator Now on topic X16 vs X8. TBH X8 seems much better from software perspective - 12Mhz, a window in VRAM (no registers), USB. So But that compatibility to be reversed - x16 to be compatible with x8 - window in VERA, 12mhz, USB. Wishful thinking: The best will be x16 with 65816 that directly address 24bits of address space (no need for windows in RAM/ROM), VERA with window (as X8) or even directly mapped in address space (it will take only 2 banks), RGB to be at least 666 why not even 888, more VRAM so actually 640x480 could be used (now is only a feature on a paper)
  17. Thank you Matt! That demo shows one of the hot new features, that we had so passionately discussed in the team - laeyrening starting in 1:03. There are 2 virtual layers - upper and lower. With the help of VERA this can be nicely visualized. Player walking in upper layer (above the grill) and in lower layer (below the grill). Making the grill partially transparent helps to visualize and observe such behavior.
  18. Hey guys, we are doing a brand new jRPG game for Commander X16! Unfortunately our graphic artists has some health problems. That is why we are searching for extra helping hands - pixel artists. If you like games, if you you can draw and if you would like to be a part of team of specialists, that spend hours together every day (for fun and development), please contact me or @SlithyMatt Please prepare some of your work to show. Here you are some more footage and music: https://youtu.be/Fi8ZV2yxz7g
  19. Thank you, @ChrisL! I see it now too. It seems it takes some time before updating of the content.
  20. Does somebody sees that topic? I can't see it in Introduction ...
  21. Hello chaps. My real name and facebook name is Ani Kirilov. I'm husband and father of 1 daughter. I've studied Computer Science in the university. Professionally I'm software developer mainly Delphi/Pascal, but proficient in C/C++ and Assembler (x86, 65xx). On the net I'm known as Squall, but since so many people use that nick, I go with Squall_FF8 in the last 8-10 years. As the nick suggest I'm huge Final Fantasy fan! I have written couple of utils for editing, extracting,... content for/from FF games. Although FF5 is not my most fav game, I kind of specialized in it. You might have come across by FF5_Viewer, FF5_DamageCalculator, Visual SAK (general console tool) and my legacy: FF5 Wiki (https://www.ff6hacking.com/ff5wiki/index.php/Main_Page). My first zeal to program started with a home computer, a clone of Oric 1 Atmos called Pravetz 8D. First with BASIC, but immediately turned to 6502 asm. There is always this nostalgia to retro (with limited things to produce something that is considered beyond the limit). At the same time the reasoning that tells you that doing it is in the past (and thus a waste of time). That is why in Commander X16 I saw both things fulfilled - a contemporary approach to retro in contemporary system (no emulation, no old hardware). For sure I will produce number of tools for X16, but my primary goal is to make a contemporary, retro looking FF like game:
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