Author Topic: Barbarian on PCE  (Read 8622 times)

F.L

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Re: (work in progress) Barbarian on PCE
« Reply #60 on: January 20, 2017, 07:34:24 PM »
OP, never played Barbarian, seems to be a fun little 1x1 fighting game. Any plans to map stuff to the second button or redoing the graphics?


hello
no, i remake the games like the originals. the second button will be used to launch/stop the music theme

Welcome back, Spenoza!


So, I've never actually played Barbarian at all. Anyone familiar enough with this to explain to me the basic gameplay?


select button will change the mode. you have demo> solo > vs mode
select the vs mode to train
try all directions with pad, you will have all the moves and defense of the game
the same thing with I button used will make all the attack moves

news ot the game:
while i'm waiting for the music of c64 and cpc versions (arkhan is doing a great job, soon finished :clap: ) , i have done two others version of barbarian :
AppleII and PC version of 1988, nammed death sword in usa
those two versions were easy to make because they have a little number of color and their sound are... basic  :P
clic on the pictures to download the game :

i hope you will enjoy with this two new rom for pce !
see ya
F.L

sunteam_paul

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Re: (work in progress) Barbarian on PCE
« Reply #61 on: January 20, 2017, 09:15:07 PM »
Great work! Are we going to get the Spectrum version?
« Last Edit: January 20, 2017, 09:17:04 PM by sunteam_paul »
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esteban

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(work in progress) Barbarian on PCE
« Reply #62 on: January 20, 2017, 10:02:54 PM »
OP, never played Barbarian, seems to be a fun little 1x1 fighting game. Any plans to map stuff to the second button or redoing the graphics?

hello
no, i remake the games like the originals. the second button will be used to launch/stop the music theme

Comrade!

I implore you, you must, at the very least, allow users the *option* for Button II to make our hero grunt as he shrugs his shoulders.

Thank you.
  |    | 

F.L

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Re: (work in progress) Barbarian on PCE
« Reply #63 on: January 21, 2017, 12:43:46 AM »
Great work! Are we going to get the Spectrum version?

of course  :P
but it will be the last, after the 16bits versions (atari/amiga) because the spectrum version is the most difficult version to do


Comrade!

I implore you, you must, at the very least, allow users the *option* for Button II to make our hero grunt as he shrugs his shoulders.

Thank you.

the game is open source, modify or ehance the code is possible for anybody who want it.

Rockabilly Paradise

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Re: (work in progress) Barbarian on PCE
« Reply #64 on: January 21, 2017, 04:26:16 PM »
Thanks for your work on this project. Very cool of you to do this and share it.  :clap:

Arkhan

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Re: (work in progress) Barbarian on PCE
« Reply #65 on: January 21, 2017, 08:07:56 PM »
Just out of curiousity.  Are you building each version separately?

Part of the issue with Barbarian is the one tune is so friggin long, and has lots of data really.

The tempo is also weird, so it's just weird to line up in general.  So, optimizing it is kind of annoying as I didn't write the song.

If you're doing each song separately, this may not matter.   I can just provide each song as a separate file for each version you build. 


[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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F.L

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Re: (work in progress) Barbarian on PCE
« Reply #66 on: January 21, 2017, 10:08:06 PM »
Yes, I build each version separately
Each version has its small details, differences, strengths and weaknesses, but I would like to redo these 7 original versions of barbrian on pce
I would integrate your two music that you are doing in the c64 and cpc versions.
I realize the work that this represents and I thank you for it.
Without your help, I could not finish these two versions and it would be a shame
Good luck for the rest of work !

Arkhan

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Re: (work in progress) Barbarian on PCE
« Reply #67 on: January 22, 2017, 06:56:54 PM »
Oh.  That makes it easier, and I will care less about making the long battle song optimized for space :).

I will try to get it to you this week.  I got food poisoning or something over this weekend and did not do much.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Arkhan

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Re: (work in progress) Barbarian on PCE
« Reply #68 on: January 22, 2017, 09:07:18 PM »
I lied.  I got a boost of energy from these crackers and finished it for you.  Sent the email, lol
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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If you're not ready to defend your claims, don't post em.

F.L

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Re: (work in progress) Barbarian on PCE
« Reply #69 on: January 23, 2017, 08:42:44 AM »
I lied.  I got a boost of energy from these crackers and finished it for you.  Sent the email, lol

a very very big thanks to you and these crackers  :dance:
you have done a big work on those songs. it sounds very nice
i hope i will integrate them this week with the help of touko !

F.L

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Re: (work in progress) Barbarian on PCE
« Reply #70 on: January 29, 2017, 09:01:23 PM »
hello
arkhan has done a nice work for the music theme of barbarian  :clap:
i hope integrate it this week, with the help of TOUKO.

for the moment, i have a problem with the function set_tile_data :

in the game i have a background (displayed with load_background )
this background has only 15 colors in one palette (created with incpal)
here is my problem :
i need to put some tiles on my background, but in a different palette
i do like this :
Code: [Select]
#incchr(logo,"GFX/decor/logo.pcx",26,4 )
#incpal(paletteLOGO,"GFX/decor/logo.pcx" )
set_bgpal( 2 , paletteLOGO );
set_tile_data(logo, 6, paletteLOGO );
load_tile(0x17f0);

and it doesn't works, it put tiles with my default background palette (0) !
i hope someone can help me !
 :pray:

Arkhan

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Re: (work in progress) Barbarian on PCE
« Reply #71 on: January 30, 2017, 12:52:57 AM »
I just woke up so this might be wrong/dumb/

I THINK you have to shift the palette reference when you use that function, by 4 bits, so it ends up setting the BAT up properly. 

I remember set_tile_data being a little strange.    We actually use a utility that generates the BAT and is loaded and setup with all of the palettes immediately, without using any of those functions.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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If you're not ready to defend your claims, don't post em.

touko

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Re: (work in progress) Barbarian on PCE
« Reply #72 on: January 30, 2017, 02:36:39 AM »
Hi F.L, you can test this :
Code: [Select]
#define PAL_TILE        #4

const char tile_pal_ref[6] = { PAL_TILE<<4,PAL_TILE<<4, PAL_TILE<<4,
                                           PAL_TILE<<4, PAL_TILE<<4, PAL_TILE<<4 };

main()
{
    set_tile_data(logo, 6, tile_pal_ref );
    load_tile(0x17f0);

}
Arkhan: BTW i like your new CPC version  :wink:
« Last Edit: January 30, 2017, 04:25:46 AM by touko »

Arkhan

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Re: (work in progress) Barbarian on PCE
« Reply #73 on: January 30, 2017, 05:28:35 AM »
Arkhan: BTW i like your new CPC version  :wink:

I tried to hit the 80s eurosound while still retaining some PCE quality to it.   It turned out pretty fun I think.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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If you're not ready to defend your claims, don't post em.

touko

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Re: (work in progress) Barbarian on PCE
« Reply #74 on: January 30, 2017, 06:17:08 AM »
i'll say mission accomplished . 
By the way how i can disable some channels for sample/SFX playing ??
Because i saw the first version, and it uses all the voices .
« Last Edit: January 30, 2017, 06:20:02 AM by touko »