Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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EvilFranky
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by EvilFranky »

Thanks for the update Anima :cheers:
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Frank B »

Thumbs up! Nice to see the STe kickin' ass :)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Estrayk »

thx anima
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by cawley1 »

Hi Anima,
Any news on the Falcon version at all? Or what you might have up your sleeve next time?

Thanks,
Paul
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Anima
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

cawley1 wrote:Hi Anima,
Any news on the Falcon version at all? Or what you might have up your sleeve next time?

Thanks,
Paul
Actually the Falcon version needs some more fixing before making it public. Debugging on real hardware is quite time consuming especially when you have to transfer a lot of data for each test from the development machine. So I am thinking about to add the sprite/tile streaming first. However, the overall progress is still slow due to RL things.
:cheers:
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Eero Tamminen »

I guess you're first testing in Hatari?
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Anima
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

Eero Tamminen wrote:I guess you're first testing in Hatari?
Yes. Unfortunately changing the video counter mid screen (raster line interrupts) doesn't work so I need the real hardware. :(
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by dhedberg »

Anima wrote:Actually the Falcon version needs some more fixing before making it public. Debugging on real hardware is quite time consuming especially when you have to transfer a lot of data for each test from the development machine. So I am thinking about to add the sprite/tile streaming first. However, the overall progress is still slow due to RL things.
Do you have a PARCP-USB? You can transfer all data files ones and for all and then configure PARCP-USB to transfer and remote execute the binary only. Do that in a script and you can cross-assemble/compile, transfer and execute with a single command on your PC/Linux/OS X environment. That makes it the development process very smooth. If you have a CosmosEx you can configure a shared partition over the network. Works well too, but no remote execution.
Daniel, New Beat - http://newbeat.atari.org.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

dhedberg wrote:Do you have a PARCP-USB?
No. However, your advice is a good reminder to buy one... ;)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by dhedberg »

Anima wrote:
dhedberg wrote:Do you have a PARCP-USB?
No. However, your advice is a good reminder to buy one... ;)
Petr still has some in stock and it's worth every penny!
Daniel, New Beat - http://newbeat.atari.org.
Like demos? Have a look at our new Falcon030 demo It's that time of the year again, or click here to feel the JOY.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by cawley1 »

Hi Anima,
Thanks for the reply, trust me I know all about RL getting in the way of computer stuff!

I would also say, my PARCP-USB is invaluable for getting files across from the PC to the Falcon - recommended.

Cheers,
Paul
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by jotego »

Hi Anima,

Are there any updates? I am looking forward to playing the STE version :-)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by AtariCrypt »

Ditto. I'm also EAGER to play this on my STe :D
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Anima
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

Sorry for the late reply but the progress is still slow. Even for the Falcon version where the main issues are still the Blitter routines (instruction caching) and the bugs within the original code which lead to bus error exceptions (stack frame fixes for 68030).

Obviously the sunny weather was responsible for the slow progress as well. I hope to find some more time for this in the next days.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Estrayk »

No problem Anima. We are patient people. :)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by TotOOntHeMooN »

I wish all the best to this project in 2019. :wink:
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by dma »

Nice to read that it isn't dead (as the foes it includes) indeed! :D
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by TotOOntHeMooN »

Hello!

Please, some news about the STE or the Falcon work in progress? :)

Thank you.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by TotOOntHeMooN »

No news or answers since 6 months ago... Should we consider the project as dead? :?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by EvilFranky »

I wish people would stop harassing developers for info. Anima has always been upfront and vocal regarding any updates to his projects.

I understand it's exciting to see progress in projects, especially stuff like this, but it's annoying getting emails about threads I'm subscribed to only to find it's another person asking for an update.

Leave the guy alone, I'm sure life is busy and he'll get back to his hobby at some point.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by jury »

What if Anima does not have anything against asking for info on the progress? Have you consulted him and he wrote you to kindly write here that he wants to stop harrasing him for the info?
I would say that if a developer stopped or paused for some longer time his work, it does not hurt to just write one sentence that the work is paused/stopped. That way all is clear. And if the developer really doesnt want any posts on his work, then the only best way is to work "undercover" :) and give the first public info on the day when he/she releases the production. Cant see anything more clear.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by EvilFranky »

The guy has 3 posts, all of them in this thread and 2 of them are asking for an update.

It looks desperate, makes a mess of the thread and sends unnecessary notifications to people who are subscribed. And I mean this for all threads similar to this.

My point is valid, Anima was always very forth coming with news and updates, he didn't reply in February so maybe people should take that as a sign. He'll no doubt update when he has something meaningful, he always has before.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by masteries »

Anima wrote:
chlu600 wrote:It'll be hard anyway to create an optimal 16-color palete for only one level and it's sprites.
Yes indeed. I think I've found a good one. Actually it's the "DawnBringers 16 colours palette":
Image

Here are some remapped MAME screenshots using the palette:
ImageImage
ImageImage
ImageImage
dml wrote:Great progress - this looks amazing!
Thanks Doug! I hope that I can squeeze everything into the 4 MB of the STE.
:cheers:
Anima, first of all, thanks for the great effort on this STE port :D

I have a question regarding the usage of the DawnBringers 16 colours palette, I observed that the backgrounds / sprites exhibit some sort of coloring algorithm, that is not a standard ordered dither or error diffusion.

What software are you using to apply the palette to the backgrounds and sprites?

Thanks in advance,
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

masteries wrote:What software are you using to apply the palette to the backgrounds and sprites?
It’s an own algorithm. The program first creates mixed colors from the dawnbringer palette based on a given maximum luminance difference which are represented by the checkered dither pixels and finally remaps the original colors using a modified CIEDE2000 color difference function.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

Here's the first public release of Daimakaimura for the Atari STE!

Note: due to the size and some Videl specific changes this version was compiled for Atari Falcon 030 machines with 14 MB RAM!

Code: Select all

Daimakaimura for the Atari STE
------------------------------

Public Test Version 20200716.

Arcade Version (c) 1988 by Capcom.
Atari STE port by Sascha Springer.

Requirements
------------

Please note that this version has been
compiled for the Atari Falcon 030 with
14 MB RAM and will not work properly
on Hatari (yet)! 

Switch to the low resolution compatible
graphics mode prior starting the game.

The use of a CRT monitor (like the 
Atari SC1224) is highly recommended due 
to the heavy use of dithered graphics.

You also need two program ROM files
from the arcade machine (Daimakaimura,
Japan Resale Version) which you have to 
put both in the same folder:

DAMJ_23.8F (CRC32: C3B248EC)
DAMJ_22.7F (CRC32: 595FF2F3)

Gameplay
--------

Use the keyboard (arrows, shift and 
control keys) or a JagPad/PowerPad 
controller for playing.

Press '5' to insert coins and '1' to 
start a one player game (like in MAME).

Cheats
------

In game (after starting a game) you can 
directly jump to other stages (1 - 6) 
by pressing the keys 'F1' to 'F6'
respectively.

Known issues
------------

- Crashes on stage 6.

- Sprite glitches due to instruction 
  cache timings.

- Missing sprites which haven't been
  grabbed yet.

- The second tile layer is missing 
  completely so there's no menu
  screen.

- No text display.

Have fun!

Sascha
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