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YM Gradius by The Pixel Twins
screenshot added by すすれ on 2016-08-05 08:34:14
platform :
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release date : august 2016
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added on the 2016-08-05 08:34:14 by すすれ すすれ

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Quote:
This is a STE music ...er... 'disk' with a large quantity of YM2149 tracks using the new music player. I didn't measure but it must be over an hour of music in total, all from the classic Gradius SHMUP series no less! The tracks in this series were among the better oldies from arcades and consoles IMO so I thought it would be nice to have them on ST too.


USAGE:

- Fly the Vicviper with WASD and RSHFT

- Orange powerup = previous track

- Blue powerup = next track

- The earliest (dated) tracks are first, so the later ones are a bit more complex/sophisticated with instruments. A few still have bugs but most work well enough. The sequence loops after the last track.

- The earlier tracks have no drums, being from ~1985 :D but if no drums can be heard in later tracks then the samples probably failed to load due to ...driver issues or something.

CODE:

The player is now 68k - the original C prototype is not needed anymore. I still haven't added the SFX part yet but it shouldn't be too difficult.

The visual part of the 'demo' is done with the same tools as used for the game demo earlier. Tiled playfield with entities and some basic text support (There are no hardcoded drawing functions). I won't likely be making more music disks but will provide this source as a sample for the AGT stuff.


Demo has been tested so far on STE, MSTE, Hatari 1.9, Steem SSE 3.8.0.



*** COMPATIBILITY DISCLAIMERS ***

* needs 2mb - It's a bit on the large side, since the graphics are not packed and it loads drum samples for all 50+ tracks at once, and I think it needs just a bit over 1MB to run because of this - if I find time/patience I'll get it under 1mb.

* screen is black while loading 'stuff', that's normal

* If you're running Steem 3.2 the overscan may wobble. It's ok in 3.8+

* Running in an emulator may look a bit strange and pixelly because of colour tricks yet again.

* It won't run on Falcon currently because of bad bad dirty tricks. I can probably sort it sometime. It's meant for STE anyway.

* If you run Steem in fullscreen and it jumps to 60 or 70Hz the music will play too fast. It's meant for 50hz PAL.

* It's late and I'm tired - if something is broken I'll look another time when I'm fresh!
added on the 2016-08-05 08:35:59 by すすれ すすれ
GRADIUS!!!111
rulez added on the 2016-08-05 20:10:58 by sim sim
I found the bonus!
rulez added on the 2016-08-05 22:41:59 by CiH CiH
Cool concept!
rulez added on the 2016-08-06 00:32:07 by exocet exocet
YM(well SCC)===Nemesis

Gradius was other platforms cos of prior art ;)
added on the 2016-08-07 01:04:17 by Photon Photon
Thanks for comments!

Have added some info here, since it went out in a hurry without a .nfo explaining what it really is about and it could do with something. Release first, procrastinate afterwards! :)


Gradius was the original name of the arcade machine in Japan, it was called Nemesis when released in other countries. The arcade versions predate MSX and all other platforms and is the source of the name here - and many platforms saw conversions. But not Atari ST!

The 'YM' prefix refers to YM2149 of the Atari ST (not the Yamaha MSX variant and the Konami Sound Cartridge / SCC - although it does make things confusing).

I believe most of these tracks were made into YM2149 versions until now since ST conversions were never made, although I'd still be interested to know if any were!

[one known exception - the Amstrad CPC: https://www.youtube.com/watch?v=Qvbxey_OBJQ]

Some of the included tracks do originate from the MSX versions - two soundtracks are covered, but most tracks are based on the arcade series (Gradius, Salamander/LifeForce, Vulcan Venture etc..). It broadly covers the series across time.

Context/background:

The YM2149 68k player made for this is different from most others in several respects - it uses highlevel note events which can be sparsely mapped or remapped at playback time - not predetermined channel or instrument mappings. This means the same trackdata can be replayed with sample banks (e.g. for titles/intros) with varying numbers of physical channels and/or can be realtime mixed with SFX without reserving channels. The real 'challenge' here was getting replay to work with highlevel realtime events while still sounding like it was made directly for the YM.

The rationale for the player is a flexible music/sfx pipeline for game prototyping on Atari ST/e. This is a sample of its use, made into a small demo of its own using recognizable tracks.

There - wall of text complete.
added on the 2016-08-07 10:54:48 by dml dml
amazing :D
rulez added on the 2016-08-10 22:43:19 by spiny spiny
Awesome stuff!! :D
rulez added on the 2018-01-13 05:00:08 by LambdaCalculus LambdaCalculus

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