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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: Arkhan on December 28, 2009, 03:34:53 PM

Title: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on December 28, 2009, 03:34:53 PM
http://aetherbyte.com/downloadables/lines.zip 

Here is a nice teaser 5 player light cycle thing.   You'll need at least two people to test it out.

Its pretty crude, its pretty clunky, and not too much work went into the graphics.  It WAS originally just white lines flying about the screen.  The tron knockoff was just a nice added bonus!

but heres the important part:

5 player input works! (We hope).   If anyone notices any problems, alert me please :)  Its kind of hard to test 5 player stuff.  I await some feedback.

Why 5 player stuff you say?  Whats so important about this?

Insanity Deathmatch, that is why!  Who doesn't want to have yourself plus 4 others running around the screen shooting at each other?! 

in other news the Joustaroo ideas are meshing out well and will work great with the early prototype we've had put together.

and of course, everything else is meshing out as well!


--Arkhan

Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: esteban on December 29, 2009, 02:00:01 AM
...in other news the Joustaroo ideas are meshing out well and will work great with the early prototype we've had put together.


Good to hear :)

And the 5-player support is very, very neat.

Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Necromancer on December 29, 2009, 02:06:28 AM
Multi-player support..... fap, fap, fappitty, fap, fap.  :D
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: RoyVegas on December 29, 2009, 09:16:31 AM
Sweet, 5 player?!?!?  Can't wait to have Windancer and Oldskool over to play some of this with my kids and I.  :shock:
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on December 29, 2009, 09:34:34 AM
Sweet, 5 player?!?!?  Can't wait to have Windancer and Oldskool over to play some of this with my kids and I.  :shock:

well, This little demo isn't much.  It's essentially just a 5-player input test program, not a full on piece of entertainment. :)

I think though that it will be worth it to polish it up and mold it into a game.  As crude of a tech demo as it is, its still pretty cool.

Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 20, 2010, 12:24:36 AM
ATTENTION.

I need some able bodied soldiers to test out a demo.  It will require considerable play time, and needs to be recorded in Ootake or what have you so that we can watch it.  Especially because there is a bug that we can't duplicate consistently. 

So, if you want to help out: email Aetherbyte@gmail.com

PS: Its a pacman demo, so if you hate pac man.......

once this is squish-squased, oh man.  New graphics, and all that excitement.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: esteban on January 20, 2010, 02:21:01 AM
[daydream]

5-player pac man, ghosts are playable! So are pac, ms. pac, pac jr.

oh, i suppose there would be a problem with ghosts ganging up on pac... give pac a bomberman bomb or something...

[/dream]
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: RoyVegas on January 20, 2010, 06:15:13 AM
[daydream]

5-player pac man, ghosts are playable! So are pac, ms. pac, pac jr.

oh, i suppose there would be a problem with ghosts ganging up on pac... give pac a bomberman bomb or something...

[/dream]


Have to admit, that sounds like one of the coolest most fun ideas I've ever heard.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: guyjin on January 20, 2010, 06:38:29 AM
[daydream]

5-player pac man, ghosts are playable! So are pac, ms. pac, pac jr.

oh, i suppose there would be a problem with ghosts ganging up on pac... give pac a bomberman bomb or something...

[/dream]


In the vs. pac man games for the DS and Gamecube/GBA, they deal with this by not letting the ghosts see the full screen, dunno how that would work on a TV though.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: esteban on January 20, 2010, 07:40:53 AM
[daydream]

5-player pac man, ghosts are playable! So are pac, ms. pac, pac jr.

oh, i suppose there would be a problem with ghosts ganging up on pac... give pac a bomberman bomb or something...

[/dream]


In the vs. pac man games for the DS and Gamecube/GBA, they deal with this by not letting the ghosts see the full screen, dunno how that would work on a TV though.

DAMN, I thought I was the first person to want to play as Blinky, or Pinky, or...

;)
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Necromancer on January 20, 2010, 07:48:26 AM
In the vs. pac man games for the DS and Gamecube/GBA, they deal with this by not letting the ghosts see the full screen, dunno how that would work on a TV though.

How about partially disabled controls so they can't reverse course and can only make left or right hand turns?  Or pepper spray; whichever is easier.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 20, 2010, 11:10:45 AM
ANOTHER UPDATE

Squirrel is available.

www.aetherbyte.com/psg.htm (http://www.aetherbyte.com/psg.htm)

GO GET SOME!

I await feedbacks/stuff
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 20, 2010, 07:29:21 PM
Aaaah cool   =P~

many thanks arkhan :clap: .

eh you 've used many asm on it !!  :wink:
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 21, 2010, 05:37:19 AM
Aaaah cool   =P~

many thanks arkhan :clap: .

eh you 've used many asm on it !!  :wink:

you don't need to look at the assembly :-D.

most of it is just arithmetic!
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 21, 2010, 07:16:11 PM

you don't need to look at the assembly :-D.


This don't affraid me , i use some ASM in galaxian, and more ASM in my new project.
For this project i 'am planing to use some overlays in full ASM.
But now you don't tell to everybody, that insanity is 100% in C  :-"

 :mrgreen:
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 22, 2010, 01:08:54 AM

But now you don't tell to everybody, that insanity is 100% in C  :-"

 :mrgreen:


never said it was :-D    Just said it was done entirely with huC!


have you tried Squirrel out yet?  I need feedback!   You might be the only person who gives a damn about it! LOL
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 22, 2010, 02:19:34 AM
No sorry, i have only watched source code, because for now i don't have any time for coding  :cry:..
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 22, 2010, 02:28:45 AM
oh.

>_> all you need to do is try making a song! :-D.  the coding is all ready to go. :)
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 22, 2010, 02:59:36 AM
oh.

>_> all you need to do is try making a song! :-D.  the coding is all ready to go. :)

Ah, you're touching a sensible point !!!

 =; I'AM A BIIIIIIIIIIIG COCK for music ..

Even though you're developing a tracker, i'll really do nothing for you  :lol:
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 22, 2010, 03:49:20 AM
Im not developing a tracker.  Trackers for making PCE music seem like a pointless/overkill idea.

MML suits the platform perfect
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 22, 2010, 04:22:10 AM
In fact, i'am not abble to make a music from scratch .

I'am already searching, a musician who can make music in mml format .
have you some exemples of mml musics ???
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 22, 2010, 05:17:50 AM
In fact, i'am not abble to make a music from scratch .

I'am already searching, a musician who can make music in mml format .
have you some exemples of mml musics ???

there is a little tutorial on MML packed in with squirrel.  its pretty simple.

I realize the MML of MrRoboto didnt make it into the folder, and that was my mistake.  When I get home from work I will put that in the .rar.   It was supposed to contain the MML and the resultant .bin files from the converters....

you could probably google around and find some MML. 
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 22, 2010, 08:04:37 AM

I realize the MML of MrRoboto didnt make it into the folder, and that was my mistake.  When I get home from work I will put that in the .rar.   It was supposed to contain the MML and the resultant .bin files from the converters....
No mml file are not in the rar file,only bin are present.

you could probably google around and find some MML. 

Yes i have already searched, but i have found nothing ..
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 22, 2010, 10:24:22 AM
give me just a few minutes and I will have a new .rar up with the MML files that were used to generate the .bins

edit: there you go :)
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 22, 2010, 09:03:56 PM
ok  :wink:

I have found a mml make with husic, but i don't know if it's compatible with squirrel !! :-k
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 23, 2010, 05:21:08 AM
If its proper MML, it should be.

All you would have to do really is remove any HuSIC-native stuff.

The archive that has squirrel now has the proper MML files with it also.

If you want you can post the mml you found with HuSIC, and I can let you know if its good-to-go, or if anything needs tweaked.

Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 24, 2010, 07:20:00 PM
If its proper MML, it should be.

All you would have to do really is remove any HuSIC-native stuff.

The archive that has squirrel now has the proper MML files with it also.

If you want you can post the mml you found with HuSIC, and I can let you know if its good-to-go, or if anything needs tweaked.


Ok thanks  :wink:

I'll post the mml, and i think that i'll must remove headers from this mml ..

Huum, i have seen your mml files, and mine is all in one   :-k

I post here a sample of mml file that i 've found.
Code: [Select]
; Requires mckcpp (preprocessor) to expand the "$" macros.
; compiled with mckc.exe. i can't get ppmckc's bankswitching
; to function properly, so this was compiled with normal HuSIC
; mckc. if anyone can help please email me!
; virtjk@gmail.com

#TITLE Dracula Man X
#COMPOSER virt
#PROGRAMER virt

;Fusion of Capcom and Konami styles
;My first song with HuSIC, and my first full length song in MML.

;Thanks to SCH for many of these tones, and for inspiration,
;and to MooZ for technical help, and to tz for helping tune it
;for various emulators. Plays best in Nezplug.

ABCDEF NB

; Rhodes-ish
@WT0 = { 00 02 04 06 08 10 12 14 16 18 20 22 24 26 28 30
31 30 28 26 24 22 20 18 16 14 12 10 08 06 04 02 }
; saw 1
@WT1 = { 00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15
16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 }
; pulse wave (50%)
@WT2 = { 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
31 31 31 31 31 31 31 31 31 31 31 31 31 31 31 31 }
; pulse wave (25%)
@WT3 = { 00 00 00 00 00 00 00 00 31 31 31 31 31 31 31 31
31 31 31 31 31 31 31 31 31 31 31 31 31 31 31 31 }
; Lead 1
@WT4 = { 01 05 06 07 01 06 08 15 10 16 07 19 20 24 27 21
29 31 19 27 24 20 26 25 17 10 12 09 04 06 11 02 }

; melody
@WT5 = { 00 12 22 20 24 20 18 16 12 06 12 02 30 26 22 18
12 04 06 10 14 18 12 26 30 28 26 05 16 08 04 02 }

; backing (NARUTO)
@WT6 = { 00 00 00 10 08 10 12 14 16 18 20 22 24 26 28 30
31 30 28 26 24 22 08 18 16 14 12 10 10 10 10 10 }

;distortion guitar
@WT7 = { $1d,$1d,$0f,$1d,$1d,$0f,$1d,$00,$0f,$00,$0f,$1d,$1d,$0f,$1d,$1d,
         $00,$10,$10,$1d,$10,$00,$10,$10,$10,$1d,$10,$00,$10,$10,$10,$00 }

;melo_hi
@WT9 = { $1f,$1f,$1f,$1f,$1f,$0e,$0d,$0d,$1f,$1f,$1f,$1f,$1f,$10,$0f,$0f,
         $1f,$1f,$1f,$1f,$1f,$11,$0f,$0f,$1f,$1f,$1f,$1f,$1f,$12,$10,$10 }

;bass
@WT10 = { $1f,$1f,$1f,$1f,$1f,$1f,$1f,$1f,$1b,$18,$14,$11,$0c,$08,$05,$02,
          $00,$00,$00,$00,$1f,$1f,$0e,$0c,$0b,$09,$07,$06,$04,$02,$00,$00 }

;bass2
@WT11 = { $19,$01,$01,$19,$04,$19,$19,$07,$19,$19,$0a,$19,$19,$0d,$19,$19,
          $10,$0c,$12,$0c,$14,$0c,$16,$0c,$18,$19,$0c,$1b,$1c,$0c,$1e,$0c }

;new lead
@WT12 = { $10,$09,$17,$19,$1b,$1c,$08,$09,$09,$16,$17,$19,$1a,$1b,$1c,$1e,
 $1e,$04,$04,$04,$05,$05,$0d,$01,$16,$17,$17,$04,$19,$19,$1d,$1b }

;slap bass
@WT13 = { $0c,$0d,$0d,$0e,$0e,$0f,$10,$10,$1f,$1f,$1f,$1f,$03,$1f,$1f,$1f,
 $1c,$04,$04,$04,$04,$05,$16,$16,$17,$17,$18,$1b,$1c,$1c,$16,$16 }

@WT14 = { $11,$12,$12,$12,$1f,$1f,$1f,$0a,$0a,$0a,$0a,$0a,$0a,$1f,$0a,$0a,
 $0a,$0a,$0a,$09,$09,$09,$09,$00,$00,$00,$07,$07,$06,$06,$06,$06 }


@EP4 = { -30 0 10 10 10 0 }
@EP5 = { -10 0 4 2 2 2 0 }
@EP6 = { 0 }
@EP9 = { 0 0 0 0 0 0 0 0 20 40 100 100 100 100 100 100 100 -40 -40 -40 }
@EP10 = { 0 0 0 0 0 0 0 0 0 0 -3 }
@EP11 = { 0 0 0 0 0 0 40 40 0 -40 -40 0 }
@EP12 = { 0 0 0 0 0 0 0 0 5 5 5 5 5 5 5 0 }
@EP13 = { 0 15 5 0 0 0 -10 -5 -5 0}
@EP14 = { 0 0 0 3 3 3 3 3 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1 }
@EP15 = { 0 0 0 0 0 0 5 5 5 0 }
@EP16 = { 0 0 0 0 0 5 5 0 0 0 -5 -5 0}
@EP17 = { 20 -8 -8 -4 0 }
@EP18 = { 0 0 0 5 0 }

@MP0 = { 26 3 12 0 }
@MP1 = { 18 3 4 0 }
@MP2 = { 12 3 8 0 }
@MP3 = { 12 3 3 0 }

@v4 = { 30 28 28 27 27 26 26 26 25 25 25 25 24 24 24 24 23 23 23 23 22 22 22 22 21 21 21 21 20 }
@v5 = { 30 29 28 26 26 25 25 24 23 22 20 18 16 14 12 10 8 6 4 2 0 }
@v6 = { 25 26 26 27 27 27 26 26 26 25 25 25 24 24 24 23 }
@v7 = { 26 24 20 18 14 14 13 13 12 12 11 10 }
@v9 = { 24 24 20 18 }
@v10 = { 31 31 31 31 28 28 26 26 24 }
@v11 = { 31 31 30 30 28 28 26 26 24 }
@v12 = { 16 14 12 10 8 6 4 2 1 0 }
@v13 = { 7 9 11 13 15 17 18 19 20 21 22 23 24 25 26 }



; RHYTHM ENVELOPES

; snare
@v0 = { 24 20 18 16 14 12 11 10 8 6 4 3 2 1 0 }
@EP0 = { 4 0 }
;==========================================
; kick
@v1 = { 31 30 24 22 14 12 10 8 6 4 2 0 }
@EP1 = { -120 }
;==========================================
; tom
@v8 = { 31 30 29 28 27 26 24 20 16 14 12 10 8 4 2 0 }
@EP8 = { -50 }
;==========================================
; hihat closed
@v2 = { 24 16 10 4 2 1 0 }
@EP2 = { 2 0 }
;==========================================
; hihat medium
@v3 = { 18 16 15 15 15 14 13 12 11 10 09 08 07 06 05 05 04 04 03 03 02 02 01 01 01 00 }
@EP3 = { 2 0 }
;==========================================
; crash cymbal
@v12 = { 28 28 27 27 26 26 25 25 24 24 23 23 22 21 20 19 19 19 18 18 18 17 17 16 16 15 15 14 14 13 13
12 11 11 11 10 10 10 9 9 9 8 8 7 7 7 6 6 6 5 5 5 4 4 3 3 3 2 2 2 2 1 1 1 1 1 1 1 1 0 }

;=================================
;DRUM MACROS
;=================================

;kick
;==========================================
$k N0 EP1 @v1 o4 W2 c
$l N0 EP1 @v1 o4 W2 c64 N1 o0 EP3 @v3 c64^32^16
$m N0 EP1 @v1 o5 W0 c64 N1 o0 EP3 @v3 c64^32^16^8
;toms
;==========================================
$a N0 EP8 @v8 o6 W0 e
$b N0 EP8 @v8 o5 W0 f+
$c N0 EP8 @v8 o4 W0 b
$d N0 EP8 @v8 o4 W0 f
;snares (s = 16th, t = 32nd, u = 16th triplet, v = 8th w/ open hat, w = 16th / open hat)
;==========================================
$s N0 EP1 @v1 o5 W2 c64 N1 o0 EP0 @v0 c32.
$t N0 EP1 @v1 o5 W2 c64 N1 o0 EP0 @v0 c64
$u N0 EP1 @v1 o5 W2 c48 N1 o0 EP0 @v0 c48
$v N0 EP1 @v1 o5 W2 c64 N1 o0 EP0 @v0 c64 o0 EP3 @v3 c16.
$w N0 EP1 @v1 o5 W2 c64 N1 o0 EP0 @v0 c64 o0 EP3 @v3 c32
$x N0 EP1 @v0 o5 W2 c64 N1 o0 EP0 @v0 c32.
;hats
;==========================================
$h N1 o0 EP2 @v2 c
$i N1 o0 EP2 @v2 c
$o N1 o0 EP3 @v3 c
;crash
;==========================================
$p N1 o1 EP3 @v12
$q N0 EP1 @v1 o5 W0 c64 N1 o0 EP3 @v3 c16.

ABCDEF t122

; Mute control - place a ! here to mute channels !!!!!!!
A
B
C
D
E
F

;=================================
;SONG BEGINS FINALLY
;=================================
;INTRO


A W6 PC15 o5 l8 @v4 MP1 q8
B W6 PL12 o5 l8 @v4 MP1 q8
C W6 PL15PR15 o3 l16 @v10 MP0 q7
D W7 PL15PR13 o3 l16 @v9 MP0 q8
E W7 PL13PR15 o5 l16 @v9 MP0 q8
F l8 q8

A d+2.d+8. d16^2. d8. f16^2.^8.  c16^4 d4  d+4 f4
B g2. g8.  f16^2. f8. a16^2.^8. <g16^4 g+4 a+4 a+4
C cccccccccccd+8<a+8>c8ccccccccccd+8<a+8>c8ccccccccccd+8<a+8g+8g+g+8g+8g+a+8a+ EP9 q8a+4.EPOF
D cc>c<cc>c<cc>c<ccd+8<a+8>c8c>c<cc>c<cc>c<ccd+8<a+8>c8c>c<cc>c<cc>c<ccd+8<a+8g+8g+g+rg+8g+a+8a+a+ra+8a+>c
E grgrg8rgg8rgrfrf8ggrg8grg8rgrfrf8ggrg8grg8rg8f8d+8<gg+>cd+cd+g{fg>cfg>c}4 {<a+>cfga+>c}4
F $l $o4 $o4 $o8. $v $l r16 $o4 $o4 $o8. $v $l r16 $o4 $o4 $o8. $v $l $k16 $l $v $k16 $k16
F {PL15PR4$a$a$a PL15PR12$b$b$b PL12 PR15$c$c$c}4. PL15PR15$s$l

;VERSE

A W12 PC15 o4 l16 @v4 MP1 q7
B W12 PL10PR12 o4 l16 @v4 MP1 q7
C W6 PL15PR15 o4 l16 @v10 MP0 q7
D W1 PL15PR13 o5 l16 @v9 MP0 q8
E W2 PL13PR15 o6 l16 @v9 MP0 q6
F l8 q8

B r16.
AB rr g8 >c8 d EP5 d+8.EPOF d8 c8 dd+8. <g+8 g+8 gg+4^16
AB r4^8 f8 a+8 >cd8. cd8 d+8 EP5 f8.EPOF<a+8 a+8 >c8 d8. d+8. r8
AB r8 <g+8 >d+8 fg8. f8 d+8 fg8. <g8 g8 fg16^4 > g8 f8 d+4 c4 f4 c4 g4. fd+d4 r4

C <cc>c<a+>c<fgc8c>cc<a+a+a+g+8g+g+g+g+g+g+g+g+g+g+g+g+g+g+a+8a+a+a+a+a+a+a+a+a+a+a+a+a+a+g8gggggggg8.>c8.<g8
C fffffffffffffff>f8fffffffffffffgfd+8d+<d+8d+>d+<d+>f8f<f8f>f<fg8.d8.f8<g4 r4

D [d+<g>cd<g>cf<g>]2 d+<g+>cd<g+>cg<g+> d+<g+>cd<g+>cgf8 <fa+>c<fa+>d<f> d<fa+>c<fa+>d<f> d<fa+>c<fa+>fd <a+8. >c8. g8
D {g+gd+c<g+g>g+gd+c<g+g>}2 {g+gd+c<a+>cg+d+g+>c<a+>d+}2 {d<bgbgd>d<bgbgd}2 {fgbgb>d<b>dfg+fd}2
D g4 d+4 g+4 f4 c8. f8. > c8 < b4 {g+fd<bg+g}4

E c<cgd+>c<cgd+>c<cgd+>c<cg>c8<cgd+>c<cgd+>c<cgd+>c<cd+f8dfda+dfda+dfda+dfa+8dfda+fdfd8.d+8.g8
E g+cd+cg+cd+cg+cd+cg+cg+g8<b>d<b>g<b>d<b>g<b>d<b>g<b>dfd+cdg>c<gd+cfcfg+>c<g+fcd8.g8.>c8<{bg+fg+fdfd<bg+fd}2

F r16 $sr16 $k $s$k $k16$sr16 $k $s$k $k16$sr16 $k $sr16 $k $s$k $k16$s$l
F $k16$sr16 $k $s$k $k16$sr16 $k $s$k $k16$sr16 $k $sr16 $l r16 $l r16 $l
F $k $sr16 $k $s$k $k16$sr16 $k $s$k $k16$sr16 $k $sr16 $k $sr16 $k16$k16$sr16
F $k $sr16 $k16$k16$sr16 $k $sr16 $k16$k16$sr16 $l r16 $l r16 $l $l r8 {$a$a$a$b$b$d}4


; verse second half

A W5 PC15 o5 l16 @v4 MP1 q7
B W5 PL10PR12 o5 l16 @v4 MP1 q7
C W6 PL15PR15 o4 l16 @v10 MP0 q7
D W2 PL15PR13 o6 l8 @v9 MP0 q8
E W7 PL13PR15 o6 l16 @v9 MP0 q6
F l8 q8

AB rr EP5 g8 EPOF >c8 d d+8. d8 c8 dd+8. <g+8 g+8 gg+4^16
AB r4^8 f8 a+8 >cd8. cd8 d+8 EP5f8.EPOF<a+8 a+8 >c8 d8. d+8. r8
AB r8 <g+8 >d+8 fg8. f8 d+8 fg8. <g8 g8 fg16^4 > g8 f8 d+4 c4 f4 c4 g8. g8. g8 g4 < gfd+d

C cccccccccccc<a+a+a+g+8g+g+g+g+g+g+g+g+g+g+g+g+g+g+a+8a+a+a+a+a+a+a+a+a+a+a+a+a+a+g8gggggggg8.>c8.<g8
C fffffffffffffff>f8fffffffffffffgfd+8d+<d+8d+>d+<d+>f8f<f8f>f<fg8.d8.f8<g4 r4

D c2 d4 d+8. < g+16^2 a+4 > c8. < f16^2 a+4 > c8. < a+8. f8 g8 a+ > d8. d+8. g8
D g+2 <g+4 >g+8. g16^4 < g8 b >d f d+ d
D g4 d+4 g+4 f4 c8. f8. > c8 < b4 r4

E c<cgd+>c<cgd+>c<cgd+>c<cg>c8<cgd+>c<cgd+>c<cgd+>c<cd+f8dfda+dfda+dfda+dfa+8dfda+fdfd8.d+8.g8
E g+cd+cg+cd+cg+cd+cg+cg+g8<b>d<b>g<b>d<b>g<b>d<b>g<b>dfd+cdg>c<gd+cfcfg+>c<g+fcd8.g8.>c8<g4 r4

F $l $sr16 $k $s$k $k16$sr16 $k $s$k $k16$sr16 $k $sr16 $k $s$k $k16$s$l
F $k16$sr16 $k $s$k $k16$sr16 $k $s$k $k16$sr16 $k $sr16 $l r16 $l r16 $l
F $k $sr16 $k $s$k $k16$sr16 $k $s$k $k16$sr16 $k $sr16 $k $sr16 $k16$k16$sr16
F $k $sr16 $k16$k16$sr16 $k $sr16 $k16$k16$sr16 $l r16 $l r16 $l $l r8 {$a$a$a$b$b$d}4


A W12 PC15 o5 l16 @v4 MP1 q7
B W12 PL10PR12 o5 l16 @v4 MP1 q7
C W6 PL15PR15 o3 l16 @v10 MP0 q7
D W1 PL15PR13 o6 l16 v26 MP0 q8
E W0 PL13PR15 o6 l4 @v4 MPOF q6
F l8 q8

AB d+8 dc4^8^8. gfd+d d+8 dc @v7 d < @v4 a+> @v7 c @v4 c16^4
AB q8 gfd+d q7
AB d+8dc8^4 r16 d8 d+8 f8 d8.<a+8.g4. >gfd+d
AB d+8 dc4^8^8. gfd+dd+8dc8<a+8g8^4 o6r fg8

C g+g+>g+<g+g+g+>d+g+8g+8<g+8g+g+a+>cc<cc>c<ca+>d+8d+c<g>ccdd
C d+d+<d+>d+8<d+b+>d+ff<f>f8<f>afgggg<gg>dfg<gg>g<gg>c<c
C f8.f8 <f>c>fg8.g8dd<gg+g+8g+8<g+>d+g+a+<a+a+>a+<a+>a+<a+>EP10 c8 EPOF

D d+c<g+>d+c<g+>d+c<g+>d+c<g+>d<a+>fdd+c<g>d+c<g>d+c<g>d+c<g>gd+>c<g
D a+gd+a+g<a+>gd+fc<a>faf>c<aa+fdfd<a+>dfa+f>d<a+>fd<a+f
D l2 @v13 MPOF g+ a+ > c d4. @v4 l16 d+ EP10 f8

E c2.dd+2.ga+4^16g16a16a+16a8.f8.c8dfa+>d
E l16 d+<a+g+gg+a+>d+cd<a+fdfa+>d<a+>c<gfcfg>c<gfg>cfg>cfg

F $l $s$k $k16$sr16 $k $sr16 $l $sr16 $l $s$k $k16$s$k $k16$sr16 $l $sr16
F $l $s$l $k16$sr16 $l $sr16 $l $sr16
F $l $sr16 $k16$k16$sr16 $k16 $s $o16 $k16 $u$u$u {$a$b$c}8
F $l $sr16 $k16$k16$sr16$k $s$k $k16$sr16
F $w $k16$k16 $w $k16$k16 $s $s {$k$u$u}16 {$k$k$k}8 $v $s $l


; chorus second half
AB l16

A W12 PR13PR15 o5 l16 @v0 MP1 q7
B W12 PL15PR13 o5 l16 @v12 MP1 q7
C W6 PC15 o4 l16 @v10 MP0 q7
D W1 PL13PR15 o6 l16 v26 MP0 q7
E W2 PL15PR13 o6 l16 @v4 MPOF q6
F l16 q8

B r16.

A @v9 g f @v9 g8 g @v4 g a+8 @v9 a+8 v12 a+ @v4 a+ > c8 < f8
A @v9 f8 @v9 f8 f @v4 fd+8 d8 d8 c8 g8
A @v9 g8 @v9 g8 g @v4 g a+8 @v9 a+8 @v9 a+8 @v12 a+ @v4 a+ > EP10 c8
A  @v9 c8 v16 c8 v13 c8 v9 EPOF c r2

B d d @v4 d f8 @v9 f8 v12 f @v4 f g8 c8
B @v9 c8 @v9 c8 c @v4 c < a+8 > c8 d+8 f8 g+8
B @v9 g+8 @v9 g+8 g+ @v4 g+ > f8 @v9 f8 @v9 f8 @v12 c @v4 f > EP10 g8
B  @v9 g8 v16 g8 v13 g8 v9 EPOF g r2

C c < a+>c>c<c8c8<ca+>cd+c<a+c8c>c<a+>c<cc>c8ca+d+f<a+d+c8c>c<a+>c<fgc8>d+<d+>c<<a+>a+>c<cr
C >c<{fq4ga+}8>q8d+q6f<q2a+>q8c<q4fq2d+q7gq3cq2fd+<c
C q7c8

D EP10 f8 v20 f8 v17 f16 EPOF @v4 f EP10 g8 v22 g8 v18 g EPOF ga+ r d+8
D EP10 d+8 v20 d+8 v17 d+16 EPOF @v4 d+ c8<a+8>c8<a+>c d+8 cd+f8d+fg8fga+8gb+f8rrrrrrrrrrrrrrr

E r @v9 g f @v9 g8 g @v4 g a+8 @v9 a+8 v12 a+ @v4 a+ > c8 < f8
E @v9 f8 @v9 f8 f @v4 fd+8 d8 d8 c8 g8
E @v9 g8 @v9 g8 g @v4 g a+8 @v9 a+8 @v9 a+8 @v12 a+ @v4 a+ > EP10 c8
E  @v9 c8 v16 c8 v13 c8 v9 EPOF c r2

Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on January 25, 2010, 08:04:28 AM
That is essentially why I stopped using HuSIC.  It gets too crazy. 

You really only need the note portions near the bottom.

The rest is setup/waveforms/envelopes.

Squirrel doesn't support envelopes quite yet, but will soon.

In its current format, you need only set up each channels parameters (song1inits.c).  Its commented enough to follow through.

Did you read the tutorial in the archive?   I think it covers it pretty good!

You basically need to just strip out the note information, and if you would like, add those specific waveforms he has into waveloader.c either by appending them to the list, or replacing some.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: touko on January 25, 2010, 10:15:15 PM
That is essentially why I stopped using HuSIC.  It gets too crazy. 

You really only need the note portions near the bottom.

The rest is setup/waveforms/envelopes.

Squirrel doesn't support envelopes quite yet, but will soon.

In its current format, you need only set up each channels parameters (song1inits.c).  Its commented enough to follow through.

Ok, thanks .

Did you read the tutorial in the archive?   I think it covers it pretty good!

You basically need to just strip out the note information, and if you would like, add those specific waveforms he has into waveloader.c either by appending them to the list, or replacing some.

Yes, your explanations are very good, ant it seems very easy to make music ..  :?

But, like i've said before ,i'am very, very, very bad in musics compositions ,and make a "do-re-mi-fa-sol" music, is not representative of you music library quality.

Also for complicate i have not an ear for music.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: peperocket on February 27, 2010, 12:09:51 PM
Hello,

I've a error message about some 64 bits problems compatibility when executing MML2BIN. Do you have a solution for ?
My OS is Windows 7 64bits.

thank you !
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on February 28, 2010, 08:57:18 AM
Hello,

I've a error message about some 64 bits problems compatibility when executing MML2BIN. Do you have a solution for ?
My OS is Windows 7 64bits.

thank you !

what's the error message?  I ran it on my Win7 64bit machine and it went through alright!

Not to worry though. 

Check the new MML thread :)
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: sunteam_paul on March 05, 2010, 03:24:40 AM
I've just had the perfect idea for your next game. It can be a complete Bonk clone, but to avoid copyright issues, you play as a giant chicken. You can call it PC Henjin.



Sometimes I impress myself you know.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on March 05, 2010, 11:05:31 AM
lOL.


wow.


a serious thought actually.    It could be funny.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: RoyVegas on March 05, 2010, 11:18:27 AM
It could be funny.

Surely it would.  Instead of the signature headbutt, it would peck out peoples eyes.  Instead of the flying spin in the air it could be propelled by shitting out eggs.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on March 05, 2010, 07:06:25 PM
It could be funny.

Surely it would.  Instead of the signature headbutt, it would peck out peoples eyes.  Instead of the flying spin in the air it could be propelled by shitting out eggs.

yeah !  and princess za could be princess baa, and be a sheep.

and it could all take place on farms.   Imagine fighting giant pigs and cows.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: esteban on March 06, 2010, 01:49:41 AM
PC Henjin! :)

yeah !  and princess za could be princess baa, and be a sheep.

This. You had me at this.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on June 30, 2010, 04:32:43 PM
http://aetherbyte.com/pcerc.htm   Click the link inside the link!


Nice new tiles.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: sunteam_paul on July 01, 2010, 06:00:42 AM
Woo, that's really coming along now.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: RoyVegas on July 01, 2010, 06:23:19 AM
Pac-man was super fun while play testing it.  Large scrolling screen with that cool little map at the top to ensure that you don't get surprised by any enemy as the screen is scrolling over.  This the first time I've seen it with the added graphics and I'm surely impressed.  I can't wait to pick up a copy of this!
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: shubibiman on July 01, 2010, 06:28:02 AM
I've heard a new official Pac Man game incmuding a 4 player mode would be released on PSN, XBOX LA soon. I think they just saw what you were intending to do. You should sue Namco for that.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: lord_cack on July 01, 2010, 09:00:34 AM
I can't wait to see those tiles in actual motion. I also want to see what the next set looks like in game.
Title: Re: PC Engine Retrocade & Aetherbyte updates
Post by: Arkhan on July 01, 2010, 11:56:38 AM
I can't wait to see those tiles in actual motion. I also want to see what the next set looks like in game.

It should all come in good time.  I forgot this weekend is the 4th of July weekend so I leave to go outta town tomorrow.  Shit crept up outta nowhere!

Keep in mind too, this will be just one of the games on the 5-game disc.  It and defender will probably be the lengthiest two to work on.  The rest, not so much.