Want to recreate/write an old Amiga game in VGA: Faery Tale Adventure
tdg8934
Posts: 126
I'm just starting to learn more about VGA and TV and SPIN. I have been playing arround with my new PMC256 board from OldbitCollector: http://propellerpowered.com/shop/ using BASIC and feel comfortable at that level with SPIN. I'm modifying SPIN code to get it to work with various SRAM chips for POKE and PEEK commands in BASIC.
However, for a scrolling game such as Faery Tale Adventure, it was one of my top 5 games at the time with it's wonderful background music. This game was originally written for the Amiga and then ported over to the C64, DOS, Sega Genesis and other systems. To me, the Amiga version and Sega Genesis are the best and I have been playing it recently using a Sega Genesis emulator on my Windows 8 laptop. Sights and sounds from the game are great!
I would like to see if it is possible to recreate this game for the Propeller using VGA. I beleive it is but being somewhat new to SPIN and know very little of PASM, I would like to give it a shot. It may take a year or more with my schedule but who knows. One question I have is if there would be a way to extract the original music from the sega genesis version of the game I am playing into a format that the Propeller can play. I have a Propeller Quickstart with my PMC256 (of which I could write SPIN and/or PASM (yikes) if need be). I also have a second Propeller Quickstart and Human Interface Board coming in the mail today I hope. Im thinking this one would be the best to utilize both the keyboard and mouse but the PMC256 has connections for a keyboard and wii controller.
I just need some ideas on how to approach this game from it being realistic or not. I have the time to put in to learn what ever is needed but may not know of all of what is out there to make it simpler (ie not to re-invent the wheel).
Thanks for your help and comments.
Tim
However, for a scrolling game such as Faery Tale Adventure, it was one of my top 5 games at the time with it's wonderful background music. This game was originally written for the Amiga and then ported over to the C64, DOS, Sega Genesis and other systems. To me, the Amiga version and Sega Genesis are the best and I have been playing it recently using a Sega Genesis emulator on my Windows 8 laptop. Sights and sounds from the game are great!
I would like to see if it is possible to recreate this game for the Propeller using VGA. I beleive it is but being somewhat new to SPIN and know very little of PASM, I would like to give it a shot. It may take a year or more with my schedule but who knows. One question I have is if there would be a way to extract the original music from the sega genesis version of the game I am playing into a format that the Propeller can play. I have a Propeller Quickstart with my PMC256 (of which I could write SPIN and/or PASM (yikes) if need be). I also have a second Propeller Quickstart and Human Interface Board coming in the mail today I hope. Im thinking this one would be the best to utilize both the keyboard and mouse but the PMC256 has connections for a keyboard and wii controller.
I just need some ideas on how to approach this game from it being realistic or not. I have the time to put in to learn what ever is needed but may not know of all of what is out there to make it simpler (ie not to re-invent the wheel).
Thanks for your help and comments.
Tim
Comments
Personally, I'd wait for Prop2 and port over an emulator so you can run the original source code...
I can play the original source code on the Sega Genesis now. I was thinking more in lines of perhaps creating a game similar to this one (but would like the music if possible) and move the character around in the 17,000 scrollable screens (or whatever). Perhaps it would have the same or similar story but I would be in control of what happens in the game for some interesting effects. Not really sure what will happen but just trying to see the feasibility in doing it on a Prop and what would be required to do so.
Thanks,
Tim
The main hurdle to implementing a copy of that game on Prop1 is probably going to be memory...
Thanks again,
Tim
I'm in the process of upgrading the Graphics Api that I released in the summer and here are I few of the features that I'm working on:
command line graphics converter
support for the new vgaplus 256 board
support for sidcod
2x2 scroll demo - Archive [Date 2013.01.24 Time 20.43].zip
I appreciate it and hope to try it out on my new Human Interface Board I just got and PMC256 with SRAM too.
Thanks,
Tim
(YES you are right, the music doesn't fit the "game")
2x2 scroll demo - Archive [Date 2013.01.25 Time 14.15].zip
@Ahle2, Do you have an editor/converter for Retronitus yet?
Jeff
Wiki quotes:
* "At the time of its release the game featured the largest game world yet (over 17,000 computer screens) with no loadings."
* "Loading was synchroneous, and would happen when nearing the boundary of an area, without affecting the smooth scrolling, animation and music"
* "In 1996, Computer Gaming World ranked it as the 63rd best game of all time, calling it "real time adventure at its Amiga best.""
Too many projects going on at the same time + too little motivation to fix that evil bug in the editor.
The sfx/instrument editor part is like 99% finished. The sequencer part is like 76% finished.
I think with very clever coding it would be possible even on a Prop1. As someone else suggested, Sidcog would be a good sound driver for it.
If memory serves, it ran in 320x240 16 color mode, but swapped palettes on tile row boundaries (I could easily be wrong). I don't think it was in HAM mode.
If it used 8x8 tiles, you are looking at 40x30 tiles per screen. Using word pointers for tiles, that would be 2400 bytes per screen, plus tile definitions. If there were less than 256 unique tiles per screen, that could be cut to 1200 bytes of "tile ID's" per screen.
256 8x8 tiles would need 8*256*2 bytes (at 4 colors per tile) which is 4096KB worst case (full tile set on-screen). 4 color palette per row would only take 30*4 = 120 bytes per screen.
You would have to get clever with pre-loading neighbouring screens, but if a small pause when loading new screens/maps is acceptable, I think it is feasible even on a Prop1, as long as you have an SD card.
with 17,000 screens, worst case would be 17,000 * (2400+4096+120) = 17,000 * 6616 = 112.472,000 bytes on the SD card (92,072,000 with 1 byte tile index)
A 16 color tile mode would be possible with more sophisticated drivers, but the memory requirements would more than double.
Tim