Jump to content
José Pereira

A sort of GUITAR HERO for C64

Recommended Posts

:ahoy:

GUITAR HERO and C64

 

 

Here you have one of the SID Player versions:

tinysid0959.zip

On the Folder you have some SID's to listen and a Folder I created that have some of the SID Musics that came with the GUITAR HERO attached to a C64 BUT not the (Pirate) program ;) .

(I don't know if it's the Program that is 'out of Law', OR is it the Interface OR are the two ;) )

:music:

 

There are thousands of SIDs Files all over the place, just like our Great Raster R.M.T.

 

:evil:

If anyone would ever be interested this Interface was tested also on VCS2600 and Amiga and it is attached to the Joystick port.

A program similar to an R.M.T. and loading the Guitar signal would be possible:

GUITAR HERO (Pirate) also possible on A8

:pirate:

 

 

:music: :music: :music: :music:

Edited by José Pereira

Share this post


Link to post
Share on other sites

I have this on my C=64, the interface is great as a joystick replacement on anything with a DB-9 port, including the A8. Maybe we could ask Toni Westbrook if he can help us construct a similar program to Shredz64 for the A8. All we'd really need is the pot values from AVR chip converted from the Guitar Hero Controller.

 

Thanks

 

Ark

Share this post


Link to post
Share on other sites

This was actually discussed a while back here on AA with some preliminary work done with the controller iirc. Best to do a search here and catch up with it.

 

EDIT: Here's the two previous threads. It was xxl who was working on it.

 

playstation-and-guitar-hero-controllers-for-c64atari

 

rock-band-on-atari

Edited by Tezz

Share this post


Link to post
Share on other sites

This was actually discussed a while back here on AA with some preliminary work done with the controller iirc. Best to do a search here and catch up with it.

 

EDIT: Here's the two previous threads. It was xxl who was working on it.

 

playstation-and-guitar-hero-controllers-for-c64atari

 

rock-band-on-atari

 

 

Thanks, I am geting translation of that, but probably nothing will ever happen.

No news from 2008...

Here's what I think it was the best or something XXL last got (there was a first version) but there's no Music:

sm1.zip

(sorry need to '7z' and 'zip' because it has 2,52Mb. in simple 'zip')

 

 

But I discouver the C64 video (not banned):

GUITAR HERO on C64

 

 

 

TMR on that AA Thread said:

"Posted Tue Mar 11, 2008 9:46 PM

 

Not really, the game written to use the Guitar Hero hardware, called Shredz64, was only declared completed last week..."

 

 

 

 

Another one that never get into anywhere on A8?

Share this post


Link to post
Share on other sites

The C64 Program file:

shredz64PAL.zip

 

And a screen if someone wants to get the idea into A8:

(or enhance or talk with XXL)

post-6517-0-65490200-1313548575_thumb.png

All in C64 Hi-Resolution and that C64 multicolour sprites falling down... Oh my!...)

Share this post


Link to post
Share on other sites

The C64 Program file:

shredz64PAL.zip

 

And a screen if someone wants to get the idea into A8:

(or enhance or talk with XXL)

post-6517-0-65490200-1313548575_thumb.png

All in C64 Hi-Resolution and that C64 multicolour sprites falling down... Oh my!...)

Very awesome looking game, and the tune in the 2nd video is 1st class work!

 

Also, I see no reason this wouldn't easily work on the A8 - 5 players on any given line, we have that with no tricks.

Share this post


Link to post
Share on other sites

And sprites are perfectly aligned for mid-line reuse of PMG ;)

 

 

Hires with PM overlay is always given.

Since the game was called "Guitar Hero" and the SID has those abilites of typical e-Guitar manipulations, it is a "Guitar Hero" somehow.

My concernes are more with the sound. Possibly, the best choice is to directly switch to a Synth-emulation.

It would be noisy, but the sounds were correct.

Share this post


Link to post
Share on other sites

And sprites are perfectly aligned for mid-line reuse of PMG ;)

 

 

Hires with PM overlay is always given.

Since the game was called "Guitar Hero" and the SID has those abilites of typical e-Guitar manipulations, it is a "Guitar Hero" somehow.

My concernes are more with the sound. Possibly, the best choice is to directly switch to a Synth-emulation.

It would be noisy, but the sounds were correct.

 

 

Hey emkay!... Exactly what I was thinking:

post-6517-0-70188400-1313578770_thumb.png

The coloured Bars 'going down' are just the same Players numbers at the same xPos like the ones at the Bottom...

 

Not Mid-scanlines changing but probably something could be done for the Status Bar and Letters on the right.

But probably better this way as we would certainly need lots of free cycles to what is the most important thing: THE MUSIC!

Even this way, would we have cycles for the coding of the moving down colours and the Playing Music?

:cool:

Edited by José Pereira

Share this post


Link to post
Share on other sites

Looks like a cheap Klax clone.

 

Exactly what I thought when I saw that version...

Yeah! But that's what is the the C64 version ;)

 

:ponder:

Or we could at least use this to some kind of a Klax in A8.

:arrow:

Edited by José Pereira

Share this post


Link to post
Share on other sites

Not Mid-scanlines changing but probably something could be done for the Status Bar and Letters on the right.

 

Erm... LOL?

Why bother with midline changes? You cannot play more than 3 voices at one time. Watch the Videos, sometimes "up to" 2 notes get played ... ;)

Share this post


Link to post
Share on other sites

post-6517-0-70188400-1313578770_thumb.png

The coloured Bars 'going down' are just the same Players numbers at the same xPos like the ones at the Bottom...

 

 

This way, would we have cycles for the coding of the moving down colours and the Playing Music?

:cool:

 

 

Anyone can answered the above question, please...

Thanks.

Edited by José Pereira

Share this post


Link to post
Share on other sites

Not Mid-scanlines changing but probably something could be done for the Status Bar and Letters on the right.

 

Erm... LOL?

Why bother with midline changes? You cannot play more than 3 voices at one time. Watch the Videos, sometimes "up to" 2 notes get played ... ;)

 

Can you 'English easy' explain what you wrote?

Share this post


Link to post
Share on other sites
Can you 'English easy' explain what you wrote?

 

 

When only 2 notes can be played at once, you'd only need 2 players at one scanline. You could even use double players (for 3 colours) without the need for some midline changes.

Share this post


Link to post
Share on other sites
Can you 'English easy' explain what you wrote?

 

 

When only 2 notes can be played at once, you'd only need 2 players at one scanline. You could even use double players (for 3 colours) without the need for some midline changes.

 

But why only two Notes at once?

You'll need what? Combination of two POKEY channels to get 16bit sounds?

 

 

This way, SID is doing what? 3channels at once and real 16bit on each?

Share this post


Link to post
Share on other sites

 

 

This way, SID is doing what? 3channels at once and real 16bit on each?

 

Such games only use the lead voice(s) .

Share this post


Link to post
Share on other sites
Can you 'English easy' explain what you wrote?

 

 

When only 2 notes can be played at once, you'd only need 2 players at one scanline. You could even use double players (for 3 colours) without the need for some midline changes.

 

But why only two Notes at once?

You'll need what? Combination of two POKEY channels to get 16bit sounds?

 

 

This way, SID is doing what? 3channels at once and real 16bit on each?

 

 

Emkay is me that aren't understand or you didn't answer my questions?

Share this post


Link to post
Share on other sites
This way, SID is doing what? 3channels at once and real 16bit on each?

 

 

 

Emkay is me that aren't understand or you didn't answer my questions?

 

You seem to "not understand" music related terms.

 

What do you want to play with a guitar?

The drums, the hihats? The piano, the arpeggio?

Share this post


Link to post
Share on other sites

"Pan Flute Hero".

 

Copyright/TM problem solved.

 

Original game.

 

Can be done with 16-luma graduated pipes stacked vertically.

Share this post


Link to post
Share on other sites
This way, SID is doing what? 3channels at once and real 16bit on each?

 

 

 

Emkay is me that aren't understand or you didn't answer my questions?

 

You seem to "not understand" music related terms.

 

What do you want to play with a guitar?

The drums, the hihats? The piano, the arpeggio?

 

I wasn't thinking right...

But on this C64 game then why there are times where you have two different colour boxes falling on the same scanline:

GH C64

Can you 'musically' explain this?

 

I was trying to get if 5Players get 5colours and then I would have the 5colours also for the falling sprites.

To get the falling ones I would go for soft sprites and eachone with a Player overlay.

If two by Line is the maximum then 2Multicolours PMs. would do the trick of having them more good colouring/looking and just Hardwares sprites (as they move over PF2-colour of the Table) that would be less cycles use.

 

But now I start wondering that when:

PO&P1Multicolour-Tile 1/(same line)/P2&P3-Tile2

!

!

!

!

<FALLING>

!

!

P0/P1/P5/P2/P3

(Bottom check colour cells)

 

When they get above Bottom colour cells how can we get this?

The Bottom are same Players as the Following ones but the Falling will be the same line as them

:?

Try to understand what I am trying to say... What's the trick to get this?

 

 

 

 

 

 

And the same question:

There's no problem in wasting some cycles in Mid-Line changes? And where we can do them?

Edited by José Pereira

Share this post


Link to post
Share on other sites

I wasn't thinking right...

But on this C64 game then why there are times where you have two different colour boxes falling on the same scanline:

GH C64

Can you 'musically' explain this?

 

This is a chord. Playing more than one note to have a resulting note. In this case, SID can play up to 3 notes at the same time.

Share this post


Link to post
Share on other sites

I wasn't thinking right...

But on this C64 game then why there are times where you have two different colour boxes falling on the same scanline:

GH C64

Can you 'musically' explain this?

 

This is a chord. Playing more than one note to have a resulting note. In this case, SID can play up to 3 notes at the same time.

 

That is saying that I saw two at the same Line but three would be possible because of SID's 3channels?

And you are coming to my early question...

Would A8 get the 4channels and 4notes? Is this really need/possible?

Share this post


Link to post
Share on other sites

I wasn't thinking right...

But on this C64 game then why there are times where you have two different colour boxes falling on the same scanline:

GH C64

Can you 'musically' explain this?

 

This is a chord. Playing more than one note to have a resulting note. In this case, SID can play up to 3 notes at the same time.

 

That is saying that I saw two at the same Line but three would be possible because of SID's 3channels?

And you are coming to my early question...

Would A8 get the 4channels and 4notes? Is this really need/possible?

 

:ponder:

Watch this GH3 video and all them, lots of at the same time on 1:12 and you'll get Nuts:

:-o

 

This isn't for us, even for C64 :D

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...