Page 1 of 1

[ROBOCOP] Demo.

Posted: Sat May 26, 2007 9:19 am
by MG
Yop all !

Well, this game doesn't exist on MD (i'm talking about robocop 1, the first).
Hum... The goal for me is to adapt this game from ATARI ST to MD.

Just a convertion for graphics (to stay in tile 8x8), make all the code to have a similar animation etc etc...

Well, in fact... is just for fun.

Graphics are converted for my code, colors too and musixxx... well, sample are taken from Steem (Atari ST emulator), worked under Adobe Audition mixed with some tools given by Kaneda. (thancks !)
FM Music was taken from the driver by Shiru and song too (thancks !)
Some PSG sounds code by me (YEAH ! ... euh... just a "A" 440Hz).
Thancks to Stef for GenDevKit.

Sources will be given (of course), but for today i'm boring to clean up all the files... Therefore, just the bin, here : http://www.blatter.perso.cegetel.net/md ... p_demo.bin

Atari : 16 colors 320 x 200
MD : 16 colors 320 x 244

The goal (for me) is to have a very similar game.
(You can download ROBOCOP for Atari ST at http://www.aitpast.com/aitpasti/packs.php)

Enjoy it, A+

edit :
Nothing is playable and no button on paddle had an effect ;)
(for the moment...)
Why this game ? coze i like the digit at the beginning.

Posted: Sat May 26, 2007 11:26 am
by KanedaFr
great!!!
quality of the conversion is very good!!

I'm not so for game port but it's a very good for learning before new game.

ooh...did you try it in original hardware ?
KMod gave a lot of strange access (z80 not paused or byte on word zone)

Posted: Sat May 26, 2007 12:56 pm
by TmEE co.(TM)
I'm going to test it on my MD2... I hope it works

Posted: Sat May 26, 2007 1:10 pm
by Fonzie
WOW :D haha :D
Good, will u code the game part itself too?
The music is good too :) congrats.
MD : 16 colors 320 x 244
Will it be a 320*224 mode? Or it will stay a PAL only release?

Posted: Sat May 26, 2007 3:08 pm
by haroldoop
Very nice demo! :D

Posted: Sat May 26, 2007 5:30 pm
by MG
Arf, yeap : 320 x 224 for the MD part.
well i thinck this demo doesn't works on real hardware.
There are lot of strange things at the boot.
For the moment the goal is to adapt as near as i can this game, if i can test it under an emulator, it's ok for me (yes i know : it's not so good, but... it's fast to test).
In future may be.

Euh... the music is from Shiru, not me, i'm bad to code zic.

Posted: Sat May 26, 2007 8:10 pm
by zinger
Looks great!

Posted: Sun May 27, 2007 8:28 am
by TmEE co.(TM)
IT WORKS ON REAL HARDWARE !!! There is a strange 10second wait before the Robocop says "serve the public trust ... " but it happens only for once, after reset it doesn't happen. Everything else is fine.

Posted: Mon May 28, 2007 5:44 pm
by Stef
Looks very nice so far ! Great work !

Posted: Mon May 28, 2007 6:36 pm
by MG
Tcks for your comments !

Good that's demo works on real hardware, i'm very surprise :)
I had put the level 1 and now, we can control robocop.
(The file is always the same, link at the beginning of this topic).

In the screen "ROBOCOP" the intro continue again and again, press "START" to entre under the directive (flash info) and after, you can control robocop with LEFT and RIGHT.
No enemies, no bullets, no weapons, no counter timer, no ... no ...
Some sounds are missing too.
Well, lot of works to do.

Brefle, isn't finished ;)

Source are here : http://blatter.perso.cegetel.net/mdprog/robocop.zip
The sources wasn't the last, but if someone wants to see...

A+

Posted: Sun Jun 17, 2007 7:34 pm
by MG
Yop !

Thereis a video on YouTube, but the version is for an amiga, different from the Atari ST

But, it's funny :)

http://youtube.com/watch?v=i5Aj2gsWAlM

Posted: Sun Jun 24, 2007 2:40 am
by cdoty
MG wrote:Good that's demo works on real hardware, i'm very surprise :)
Test your code under Fusion, it's fairly accurate. I've only had one problem that Fusion didn't emulate correctly. Reading a long from the HBlank Position locks up the Genesis/SegaCD.

Posted: Sun Jun 24, 2007 1:19 pm
by TmEE co.(TM)
cdoty wrote:Test your code under Fusion, it's fairly accurate. I've only had one problem that Fusion didn't emulate correctly. Reading a long from the HBlank Position locks up the Genesis/SegaCD.
That would probably explain the 10second halt...