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  • Joined: 09 Aug 2021
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BlackCastle SMS/GG port
Post Posted: Sat Sep 09, 2023 9:31 am
With the great help of Michael Iwaniec we managed to fix the Black Castle SMS/GG port, so it has all the necessary sprite flipping now: https://github.com/untoxa/blackCastle/

It is still missing the original music/SFX and has no static HUD on the game gear, but that is easier to add/port.
screenshot.png (50.04 KB)
screenshot
screenshot.png
blackcastle_sms.zip (26 KB)
SMS version
blackcastle_gg.zip (25.82 KB)
GG version

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  • Joined: 29 Mar 2012
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Post Posted: Sun Sep 10, 2023 8:18 am
Great to hear! :-D
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Post Posted: Sun Sep 10, 2023 10:47 am
if someone has ideas how to properly port the music.c file for the PSG, you are very welcome.
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Post Posted: Sun Sep 10, 2023 11:07 am
That screenshot is super cute.
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Post Posted: Sun Sep 10, 2023 2:14 pm
toxa wrote
if someone has ideas how to properly port the music.c file for the PSG, you are very welcome.


I have no clue, are you looking for psg files to play with PSGlib?

Do the original tracker files of the songs exist? That would certainly help converting the songs :p.

I feel like the GB music is the original and sounds cleaner compared to the nes music, is that right?
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Post Posted: Sun Sep 10, 2023 2:27 pm
toxa wrote
if someone has ideas how to properly port the music.c file for the PSG, you are very welcome.


It's interesting to see this "NO TRACKER" approach to the music. It's not what we're used to.

I think it should not be really difficult to do, although I'm a bit tone deaf, so maybe I'm not the best person :_)
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Post Posted: Sun Sep 10, 2023 6:51 pm
Well, i created the title music for fun.

It is no .c file, but if you are able to get the PSGLib sound engine running in the game, then you can use the psg file in the zip.

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Post Posted: Sun Sep 10, 2023 9:22 pm
slogra wrote
Do the original tracker files of the songs exist? That would certainly help converting the songs :p.

I feel like the GB music is the original and sounds cleaner compared to the nes music, is that right?

No. Original tracker files do not exist, because the songs were written by hand and use rather simple sound driver written in C (that’s music.c file).

Yes, originally it was the game boy game. We use it as the playground for debugging the cross-platform GBDK-2020 library.

Ideally, i am looking for the way to convert the original driver, rather than use PSGLib.
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Post Posted: Tue Sep 12, 2023 1:12 pm
I'll give it a try, I started looking to implement a driver similar to the GB one, for the moment I'm just focused in the Music.
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Post Posted: Tue Sep 12, 2023 2:01 pm
kusfo wrote
I'll give it a try, I started looking to implement a driver similar to the GB one, for the moment I'm just focused in the Music.

Oh, cool! Looking forward for your contribution. Thank you.
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Post Posted: Tue Sep 19, 2023 10:19 am
kusfo wrote
I'll give it a try, I started looking to implement a driver similar to the GB one, for the moment I'm just focused in the Music.

i ported the part of the driver, it plays the lead melody, no drums yet. and also no SFX yet. pushed changes to the repo, that might help. at least the driver structure is already in.
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Post Posted: Tue Sep 19, 2023 10:25 am
I saw that on Discord!, let me take a look. On my side I was doing mostly the same approach you did, just getting the right register values for each frequency, and so (I've been a bit slow as I'm totally a non music person :-) )
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Post Posted: Wed Sep 20, 2023 9:18 am
Btw, how did you computed the frequencies? I did the calculations in this spreadsheet.

https://docs.google.com/spreadsheets/d/12-UOXvQIojxea9ftX5TwK-VRKqbuInzpk47Y4pW43Dg/edit?usp=sharing

I tried to put my frequencies, at the music sounded more high pitched, maybe you did it right, but I wanted to know where's the error.
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Post Posted: Wed Sep 20, 2023 10:01 am
kusfo wrote
(I've been a bit slow as I'm totally a non music person :-) )

Unfortunately, me neither. Music and SFX is a black magic.
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Post Posted: Wed Sep 20, 2023 1:57 pm
kusfo wrote
Btw, how did you computed the frequencies? I did the calculations in this spreadsheet.

https://docs.google.com/spreadsheets/d/12-UOXvQIojxea9ftX5TwK-VRKqbuInzpk47Y4pW43Dg/edit?usp=sharing

I tried to put my frequencies, at the music sounded more high pitched, maybe you did it right, but I wanted to know where's the error.


One thing i noticed is:
In your excel the lowest note is C. While the lowest note on the SMS is A (110hz).
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Post Posted: Thu Sep 21, 2023 9:26 am
A2? In any case I'm using the notes that are used across the GB and Nes version, so the range may be smaller than the one on the SMS.
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Post Posted: Thu Sep 21, 2023 10:28 am
kusfo wrote
It's interesting to see this "NO TRACKER" approach to the music. It's not what we're used to.


A 'no tracker' alternative to PSGlib would be really interesting!
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Post Posted: Thu Sep 21, 2023 10:42 am
It's quite low tech fare.., but with help from slogra, I'm trying to have instruments included, so it sounds better than naked notes....
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