Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - padman

Pages: [1] 2 3 4 5 6 7 8 ... 43
1
Purebasic / Re: Beast Tribute
« on: May 26, 2018 »
That's really cool!  :)

2
Projects / Re: The Papillons Remake
« on: May 26, 2018 »
Nice! :) K++ for sharing the source.

3
Guys,
As this is an English speaking forum, could you please stick to English so every visitor will be able to follow?
Thanks.  :cheers:

4
Purebasic / Re: Psygnosis Agony MinIntro
« on: March 20, 2018 »
Nice! K++ for sharing the source.  :)

5
Nicely done as always!  ;) I have added it on RR as an attempt of CPR, but the patient is still pretty unconscious as it seems... This is the first remake that has been added in 2018! Eat this Amiga fanboys!  ;D

K++ for the source.

6
Projects / Re: Something small...
« on: March 10, 2018 »
That is really neat!  :goodpost:

7
Purebasic / Re: [Retroremake] Amstrad CPC for fun
« on: March 04, 2018 »
Nice work mate  :goodpost: Didn't know WaitWindowEvent() could cause a crash as it doesn't crash here no matter how often I click outside the window. But as it obviously can K+ for the fix.

8
Purebasic / Re: [Retroremake] Amstrad CPC for fun
« on: March 03, 2018 »
You are right, I should have mentioned that it only works when compiled with PB x86. The DLL is 32 bit and you can't call it from a x64 application. But I guess 32 bit is enough for a CPC remake anyways... ;)

9
Purebasic / Re: [Retroremake] Amstrad CPC for fun
« on: February 18, 2018 »
... and here's my attempt. With original font, scrolltext and AY music. Couldn't be bothered to include the DLL in the exe and run it from memory though. If you want a single exe, this could also be added easily. Would love to see some more CPC remakes!  :cheers:

Code: [Select]
;##########################################################################################
;# Original CPC remake by JmG / This version by Padman (02/2018)                          #
;# Font ripped by MIC of CPCCRACKERS                                                      #
;# "St_sound.dll" by Leonard / Oxygene                                                    #                                       
;# Scroller code initially by Shockwave / vain!                                           #
;########################################################################################## 


Global  xres.w , yres.w , loop.w ,xp.w , yp.w , t.s , tptr.w , sco.b

OpenLibrary(0, "st_sound.dll")
IncludeFile "scroll.pbi"                             

xres  = 768           
yres  = 540         
sco   = 0
tptr  = 1

;#### Init stuff
InitSprite()                     
InitKeyboard()                 

;#### Open the window
OpenWindow(1,0,0,xres,yres,"CPC Demo Remake",#PB_Window_ScreenCentered  | #PB_Window_BorderLess )
OpenWindowedScreen(WindowID(1),0,0,xres,yres,0,0,0)

;#### Catch the pic sprite and zoom it
CatchSprite(0,?pic)
ZoomSprite(0,SpriteWidth(0)*2,SpriteHeight(0)*2)

;#### Catch the font pic sprite
CatchSprite(1,?font)

;#### Init and start the music replay
*YM_Start = GetFunction(0, "_STS_Play@4")
*YM_Start_Mem= GetFunction(0,"_STS_Play_Mem@8")
*YM_Stop = GetFunction(0, "_STS_Stop@0")

CallFunctionFast(*YM_Start_Mem,?Ym,?YmEnd-?YM)
 
Repeat

WaitWindowEvent(1)
 
ClearScreen($0)                                       

;#### This displays the pic

DisplaySprite(0,0,0)

; #### This draws the scroller
 
cco = 0

  For cc = 0 To 40
    letter   = Asc(UCase(Mid(t.s, tptr+cc, 1)))-32
 
    yCharPos = letter / 20
    xCharPos = letter % 20

   ClipSprite(1, xCharPos*16, yCharPos*14, 16,14)
   
    ZoomSprite(1,SpriteWidth(1)*2,SpriteHeight(1)*2)
     DisplayTransparentSprite(1, (sco+cco),485)
 
   
    cco = cco + 32
  Next
 
     
  sco = sco -3
   
  If sco < -32
    tptr = tptr + 1
    sco = sco + 32
  EndIf
     
  If tptr > Len(t.s)-32
    tptr = 0
  EndIf

ExamineKeyboard()

FlipBuffers()                                       

Until KeyboardPushed (#PB_Key_Escape)               

;#### If [ESC] was pressed stop the music and close the DLL
 
  CallFunctionFast(*YM_Stop)
  CloseLibrary(0)

End

DataSection
  font:
  IncludeBinary "font.bmp"
  pic:
  IncludeBinary "screen.bmp"
  Ym:
  IncludeBinary "rampart.ym"
  YmEnd:

EndDataSection

10
Hi guys,

As I've already warned you, here it is: my little entry for the summer compo.

Enjoy! 

Pad :sunny:



Credits:
Gfx from Sonic the hedgehog, Leisure Suit Larry, OSDM and Google / Music: The Blue Ninja (Lars Hutzelmann) / Code: me, myself and I

11
General chat / Re: retro-remakes.net - rescued
« on: May 21, 2017 »
Thanks and K+ for that! :cheers: I wonder what happened to Stormbringer. Does anybody know?

12
General chat / Re: Ideas for a new DBF compo
« on: May 09, 2017 »
Neither do I have a good idea nor do I really have time, but most likely I'll participate as usual.  :cheers:

13
Quote
Let us know what you think about this project.

No offense mate. But it is what it is. A web gadget displaying a website of a remake you did not create and a mod file being probably played on top locally. Otherwise it wouldn't work. I doubt that you can get this to work offline and to be honest I don't see the point either.

CODEF conversion was done by TotorMan btw. Original can be viewed there: http://wab.com/?screen=62

You'd have probably ended up in the fuckings part of a scroller back in the Amiga days for not crediting the author and just ripping his work. :whack: So please start creating your own demos or remakes. You are very welcome to present them on here. :cheers:


14
Nice beginner tutorial. Thanks for sharing! K+

Quote
More complex tuts will follow if anyone finds it handy.

I'd definitely find them handy! The more complex it gets the more I usually suck at remaking stuff. ;D

15
Purebasic / Re: [DEMO] Tiny OldSchool Demo N1
« on: November 19, 2016 »
Nicely done!  :clap:

16
Thanks guys!  :)

17
Woah, finally a 1st place again after seven years!  :updance: Many thanks to everybody who participated & to all voters!

 :cheers:

18
Quote
(I'm looking at you Padman  ;D)

 :P !

19


Hey all,

Tradition obliges, right? So here's my little entry for this year's Halloween Compo.

Enjoy! (or don't :P)   

Pad   :cheers:



Credits:

Code: Padman
Music: Fanta
Sfx: Google
Gfx: Ripped from Wiz 'n' Liz & The Pumpkin King

20
Hi guys,

I just stumbled across this whilst googling and thought I'd put it on here for some more attention. I have very little knowledge of C and the last time a dabbled at it was in the VS C++ 6 era, so I don't really have a clue what to do with it let alone how to compile it.  ???  But maybe some cunning C coder will convert this into a handy DLL or static lib someday and we'll all finally have a nice Amiga music replayer for PC. That'd be great!  ;D

Anyways, the source code can be found here: https://github.com/rofl0r/c-flod

Pad

From the readme.txt:

Code: [Select]
C-Flod        version 4.1
2012/05/16
rofl0r

currently done:

- complete flod core
- whittaker player
- future composer
- (ultimate) sound tracker
- pro tracker
- fasttracker 2
- digital mugician
- soundfx
- sidmon 1,2
- bp soundmon
- rob hubbard (only v1)
- "fred editor" player
- jochen hippel and COSO players.
  (there are a few tunes (maybe 3-5 %) that are not working correctly.
   they dont work in uade/original flod either.)
- DeltaMusic 1 & 2
- pseudo barebone flashlib
- libao and wave writer backends.

in my conversion i followed a pretty straight 1:1 approach,
so that the number of bugs introduced is minimized and future enhancement
in flod can be backported easily.

i am currently in the process of translating the remaining players.

my goal is to remove any dynamically allocated memory so it could
be used with a fixed memory usage profile on low end hardware (gba, nds).
since the samples for the fasttracker can be of any size, this needs either
a custom allocator or a pretty huge buffer for each instrument.

the build system should allow to turn off unneeded players and set the size
of buffers manually for the specific need.

also, the code could probably be simplified a lot by removing some of the
classes and using direct memory writes etc.

-------------------------------------------------------------------------------------

Flod          version 4.1
Flod JS       version 2.1
Flip          version 1.2

   2012/04/30
   Christian Corti
   Neoart Costa Rica

   E-Mail: flod@neoartcr.com

This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to
Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

Flod is free for non commercial user, to use it in any commercial production I'll ask you to
mention the proper credits and to make a donation to: chreil@hotmail.com via PayPal, thank you.

Special thanks to Richard Davey, Mathew Nolan and Andreas Argirakis :)

What's new:
4.1/2.1:
  - some small modules (less than 2150 bytes) were not recognized as valid
  - His Master's Noisetracker, fixed Peggy Go Home null sample pointer
  - His Master's Noisetracker, fixed Ikke Advanced wrong patterns pointers
  - SoundFX, fixed effect 9
  - SoundFX, added support for untouched Operation Stealth modules
  - Soundtrackers, fixed period overflow, portamento up/down
  - FastTracker II, fixed not working master volume
4.0/2.0:
  - new David Whittaker player
  - new FredEd player
  - new Jochen Hippel player (regular and COSO formats, 4 voices only)
  - new Rob Hubbard player
  - added DigiBooster Pro 2.18 detection to the XM player
  - Delta Music 1.0, fixed wrong sustain value
  - Delta Music 2.0, fixed Warfalcons-Intromusik 2 crash
  - Delta Music 2.0, fixed wrong restart pointer
  - Digital Mugician, fixed sample loop pointer (fixes Hoi Level 4)
  - Future Composer (Flod only), 1.0/1.3 was using the wrong waves
  - SoundFX, fixed effect 7/8 [step down/up] (fixes Forever Tonight)
  - SidMON 2, fixed effect C/F [volume and speed] (fixes Cool Module)
  - SidMON 2 was processing effects at tick 0, it shouldn't :)
  - SidMON 2, fixed adsr sustain volume
  - SoundMon, fixed buffer restore, most modules didn't play at all
  - ProTracker/NoiseTracker fixed vibrato depth value not set at the beginning
  - Fixed and updated Flip/Unzip
3.0/1.0:
  - Flod XM is now part of Flod base code
  - Lots of bugs fixed
  - Flod JS source code released

Supported Formats:
  - Brian Postma's SoundMon 1.0/2.0/3.0
  - David Whittaker
  - Delta Music 1.0
  - Delta Music 2.0/2.2
  - Digital Mugician
  - Digital Mugician 7 voices
  - D.O.C. Soundtracker 9/2.0
  - FastTracker II XM (PC)
  - FredEd
  - Future Composer 1.0/1.3
  - Future Composer 1.4
  - His Master's NoiseTracker
  - Jochen Hippel
  - Jochen Hippel COSO
  - NoiseTracker 1.0/1.1/2.0
  - ProTracker 1.0/1.1/1.2
  - Rob Hubbard
  - SidMON
  - SidMON II
  - SoundFX 1.0/1.8/1.9/2.0
  - Soundtracker 2.3/2.5
  - Ultimate Soundtracker, The (Karsten Obarski)
 

Pages: [1] 2 3 4 5 6 7 8 ... 43