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Thread: Bio Force Ape

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    Is the ROM every going to be publicly distributed?
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    Quote Originally Posted by goldenegg View Post
    Is the ROM every going to be publicly distributed?
    Which version? The homebrew that ProgAce is making or the real one that was picked up by Lost Levels earlier this year?
    Because it makes no attempt to be great, it is therefore extremely great.
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    Quote Originally Posted by GarrettCRW View Post
    Astonish wants the shitty music, apparently.
    What the hell did I say to make you think that?

    In the IRC, after being asked if he was going to continue working on the game if the famicom cart was real he said "probably not".

    I just assumed he gave up on the project.
    Last edited by Astonish; 08-17-2010 at 06:12 PM.

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    Yea, Like it's been said already he's trying to figure out what to do with the in game music. I believe the game itself it done already.
    Last edited by otoko; 08-18-2010 at 05:47 AM.

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    Quote Originally Posted by PapaStu View Post
    Which version? The homebrew that ProgAce is making or the real one that was picked up by Lost Levels earlier this year?
    I'm specifically interested in the real one, from the found prototype cart.
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    Quote Originally Posted by PapaStu View Post
    Too much time has been put into it for it to disapear. I know that there were some struggles over music being created for the game and that Prog is still code tweaking it. I don't know what is left game wise though.

    Having said that, I can't say when it'll be completed though as he's moved in the last few months, gotten married and is now working for a game developer, so his time has been a bit scattered to say the least.
    ^^^ this, basically.

    The game's done and it's been done, I finished it back in march just after the competition cart was completed. The music is really the only thing keeping me from releasing it. As it stands now, the music is god awful to to the point where it'd be better to just disable it. I can't add in the awesome music engine that was posted to nintendo age because there isn't enough space in the ROM. I've been tempted to write some sort of demoscene NES ROM just so i can write a new sound engine, but we'll see.

    I haven't been able to get in touch with bratwurst since april or so, that keeps me from doing much with the rom.

    I also have no idea what's going on with the "real" bio force ape rom. That whole thing left me with a sour taste. I don't think there was any reason to keep me out of the loop and outright lie to me just so 1up could have their exclusive dog and pony show.

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    I would love to see what you guys(brawurst & Ace) came up with. I would release it with an option to turn off the music if it is so bad. Who knows, it may add charm to the game.

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    Yes, I say at least post MP3s or videos to let us decide if they are so bad they are good.

    -Rob
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    Quote Originally Posted by rbudrick View Post
    Yes, I say at least post MP3s or videos to let us decide if they are so bad they are good.

    -Rob
    http://dl.dropbox.com/u/1991183/20101103_155759.mp3

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    HAH! It's so happy! I lolled.

    It's a good fit, I say. Short, though.

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    Could you take MIDI music and convert it for the game, or is it something that has to be done manually through code?

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    Quote Originally Posted by NayusDante View Post
    Could you take MIDI music and convert it for the game, or is it something that has to be done manually through code?
    It all has to be custom written, I can't even take the output of famitracker and use that. I don't know that anyone has gotten through a single level without having to mute the game. Take that mp3 and loop it for a half hour...

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    If that music is the only thing keeping you from releasing it, JUST RELEASE IT!
    The music could be better, but so what? It isnt that bad. I want to see what you guys came up with....release it!

    I WANT MY BUTTER!!!

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    Quote Originally Posted by ProgrammingAce View Post
    It all has to be custom written, I can't even take the output of famitracker and use that. I don't know that anyone has gotten through a single level without having to mute the game. Take that mp3 and loop it for a half hour...
    I'm not sure how different the sound hardware is between a Game Boy and an NES but I have some C code for playing tracker data on a Game Boy. My guess is that you'd just have to change the register values around (and rewrite it in NES assembly). It has support for various instruments(flute, piano, electric guitar, drums, etc..) and a few different effects like fade and pan. Nothing too fancy but it gets the job done and doesn't take up too much code space. Data space depends on the length of the song but isn't too bad. I had decent results converting midi files but they needed tweaked a bit to sound right. If you want to look at the code let me know. I didn't write it but it might come in handy to reverse engineer your own music player.
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    Quote Originally Posted by jb143 View Post
    I'm not sure how different the sound hardware is between a Game Boy and an NES but I have some C code for playing tracker data on a Game Boy. My guess is that you'd just have to change the register values around (and rewrite it in NES assembly). It has support for various instruments(flute, piano, electric guitar, drums, etc..) and a few different effects like fade and pan. Nothing too fancy but it gets the job done and doesn't take up too much code space. Data space depends on the length of the song but isn't too bad. I had decent results converting midi files but they needed tweaked a bit to sound right. If you want to look at the code let me know. I didn't write it but it might come in handy to reverse engineer your own music player.
    My understanding is the GB is extremely different. Different processor, different programming language, different everything.

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    Quote Originally Posted by rbudrick View Post
    My understanding is the GB is extremely different. Different processor, different programming language, different everything.

    -Rob
    Well yeah, on a higher level. On a lower level though programming hardware is programming hardware. From what I've seen the NES is somewhat similar. You set various registers to control various oscillator channels, pitches, volume, and duration(though I think the NES has an extra sound channel). The main difference will be the registers but the technique will be the same. What I'm talking about is more of a technique to create music, not a plug in solution.
    Last edited by jb143; 11-04-2010 at 11:34 PM.
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    Quote Originally Posted by jb143 View Post
    Well yeah, on a higher level. On a lower level though programming hardware is programming hardware. From what I've seen the NES is somewhat similar. You set various registers to control various oscillator channels, pitches, volume, and duration(though I think the NES has an extra sound channel). The main difference will be the registers but the technique will be the same. What I'm talking about is more of a technique to create music, not a plug in solution.
    Better get cranking on that GB2NES music converter program, then!

    -Rob
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    The bigger problem is that you can't write C code for the NES, it all has to be assembly.

    I've written 3 music engines so far, the problem is the rom space. I don't have enough for something very advanced, it has to be bare bones. I have about 2KB allocated for both the music engine and the music itself.

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    2k space, ouch.

    The tune you posted is pretty plinky-plink. I see what you mean.

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    Yeah, 2K isn't much to work with. I checked the object files for my project I was working on and the bank the player & music is in is 4K. I wasn't going for space efficiency though(hence c). You might be able to pack it in better with clever c to asm conversion but that would really be pushing it. Anyways, good luck with everything.
    "Game programmers are generally lazy individuals. That's right. It's true. Don't let anyone tell you otherwise. Since the dawn of computer games, game programmers have looked for shortcuts to coolness." Kurt Arnlund - Game programmer for Activision, Accolade...

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