+CyranoJ Posted January 17, 2016 Author Share Posted January 17, 2016 Updated the mega-thread binary. All the sound effects For the music, it'll have to move to a .ROM. I will leave this .abs in the megathread when that happens for CD users. Enjoy! 4 Quote Link to comment Share on other sites More sharing options...
Lynxpro Posted January 17, 2016 Share Posted January 17, 2016 Anything Star Wars is good to me =) Let's put that to the test: http://www.google.com/imgres?imgurl=https://loftcinema.com/files/2015/11/the-star-wars-holiday-special-original.jpg&imgrefurl=https://loftcinema.com/film/the-star-wars-holiday-special/&h=1500&w=1000&tbnid=mVjHZxps-Tu8aM:&tbnh=186&tbnw=124&docid=ZMnhdqP6xsThgM&itg=1&usg=__87lT4ByHKdqX_IL0hnoe5xWY_xI= 2 Quote Link to comment Share on other sites More sharing options...
JaguarBrett Posted January 17, 2016 Share Posted January 17, 2016 Let's put that to the test: http://www.google.com/imgres?imgurl=https://loftcinema.com/files/2015/11/the-star-wars-holiday-special-original.jpg&imgrefurl=https://loftcinema.com/film/the-star-wars-holiday-special/&h=1500&w=1000&tbnid=mVjHZxps-Tu8aM:&tbnh=186&tbnw=124&docid=ZMnhdqP6xsThgM&itg=1&usg=__87lT4ByHKdqX_IL0hnoe5xWY_xI= I hear ya Anyhow thanks again CyranoJ! 1 Quote Link to comment Share on other sites More sharing options...
PeterG Posted January 17, 2016 Share Posted January 17, 2016 That whole message sounds exactly like me! First machine ST, and I've no idea where it ended up. Certainly not with me, even though I have most the games! Oh I knew exactly where it was... until my landlord confused my basement with the one of the empty apartement next to mine and threw everything out without notice. :-( Quote Link to comment Share on other sites More sharing options...
Lost Dragon Posted January 18, 2016 Share Posted January 18, 2016 @Lynxpro:I've never played the ST version of Return Of The Jedi, only ever tried the game itself on MAME and later as an easter egg on GC Rogue Squadron III....which left me thinking the ST reviewers at the time might of had a point when they talked of the coin-op not being anything special, as game did nothing for myself. So, i'm wondering what was lost/poorly translated from arcade to the ST, as the few reviews at the time i read seemed to suggest the conversion itself was fair enough, no-one seemed to like the coin-op to start with, if anything, they seemed to of wanted Domark to expand on the coin-op and add extra levels/features/sub-games... Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 18, 2016 Author Share Posted January 18, 2016 (edited) @Lynxpro:I've never played the ST version of Return Of The Jedi, only ever tried the game itself on MAME and later as an easter egg on GC Rogue Squadron III....which left me thinking the ST reviewers at the time might of had a point when they talked of the coin-op not being anything special, as game did nothing for myself. So, i'm wondering what was lost/poorly translated from arcade to the ST, as the few reviews at the time i read seemed to suggest the conversion itself was fair enough, no-one seemed to like the coin-op to start with, if anything, they seemed to of wanted Domark to expand on the coin-op and add extra levels/features/sub-games... Can you (please?) take this to another thread, before it descends completely off topic into yet another he said/she said/someone from the pub had a brother who's uncle used to know someone who had a cat called Emily who was previously owned by a guy called Clifford who knew a guy who/they printed/what if/if only/I blame Edge magazine ramblings of the past? Edited January 18, 2016 by CyranoJ 2 Quote Link to comment Share on other sites More sharing options...
PeterG Posted January 18, 2016 Share Posted January 18, 2016 Use the Force Luke! :-) Just had a go. What a gread title to have on the Jag. Already love it. If only I'd given more attention to the thread reading that you can change the y axis By the time I discovered that I already had trouble going the other way, hehe. It's tricky, while I generally do like flight controls with the inversed up and down, I prefer aiming with proper up and down so I guess that will the way to go. Thanks CJ for giving us another great title. Can't wait for the music for the proper Star Wars feeling. :-) 3 Quote Link to comment Share on other sites More sharing options...
Lynxpro Posted January 18, 2016 Share Posted January 18, 2016 Can you (please?) take this to another thread, before it descends completely off topic into yet another he said/she said/someone from the pub had a brother who's uncle used to know someone who had a cat called Emily who was previously owned by a guy called Clifford who knew a guy who/they printed/what if/if only/I blame Edge magazine ramblings of the past? Can we get Parker Bros' 2600 Star Wars Jedi Arena running on the Jag? It would be pretty cool to use a spinner with it. Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 18, 2016 Author Share Posted January 18, 2016 Can we get Parker Bros' 2600 Star Wars Jedi Arena running on the Jag? It would be pretty cool to use a spinner with it. Yes, off you go 3 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 19, 2016 Author Share Posted January 19, 2016 Found all the hooks for the music but can't find clean samples of the surface attack or the trench run music. Anyone know where they can be obtained? I've got all the other tracks. 1 Quote Link to comment Share on other sites More sharing options...
skip Posted January 19, 2016 Share Posted January 19, 2016 (edited) http://eab.abime.net/showthread.php?t=13228The only one I knew of previously was this http://www.digitpress.com/dpsoundz/mp3.htm(but I'm not sure if they match up with the levels you want). Turns out there's this too (which I didn't know about) http://www.digitpress.com/dpsoundz/soundfx.htm , but I gather they don't have what you need.Just had a bit of a looksie for info about the Amiga version. It turns out the sound files are in IFF format (for the spoken parts anyway) and people would replace them with swearing... ( info http://www.lemonamiga.com/forum/viewtopic.php?t=467&sid=3083a942fce66f5074cbc9e7f839096f and http://eab.abime.net/showthread.php?t=13228). I guess if one were to find the Amiga version online and DL it... Failing that, and I suspect the Amiga songs were chipmusic (better than the ST's native music for the game apparently) you could possibly rip them from youtube (a hassle, I know).Cracking conversion so far I'll make some time to PhotoShop up a Jag CD cover because me and Star Wars games something something... Edit: but of course there's in game sounds and talking even over the clean(ish) ones I just found on youtube :-/ Edited January 19, 2016 by skip Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 19, 2016 Author Share Posted January 19, 2016 http://eab.abime.net/showthread.php?t=13228The only one I knew of previously was this http://www.digitpress.com/dpsoundz/mp3.htm(but I'm not sure if they match up with the levels you want). Turns out there's this too (which I didn't know about) http://www.digitpress.com/dpsoundz/soundfx.htm , but I gather they don't have what you need. Just had a bit of a looksie for info about the Amiga version. It turns out the sound files are in IFF format (for the spoken parts anyway) and people would replace them with swearing... ( info http://www.lemonamiga.com/forum/viewtopic.php?t=467&sid=3083a942fce66f5074cbc9e7f839096f and http://eab.abime.net/showthread.php?t=13228). I guess if one were to find the Amiga version online and DL it... Failing that, and I suspect the Amiga songs were chipmusic (better than the ST's native music for the game apparently) you could possibly rip them from youtube (a hassle, I know). Cracking conversion so far I'll make some time to PhotoShop up a Jag CD cover because me and Star Wars games something something... Edit: but of course there's in game sounds and talking even over the clean(ish) ones I just found on youtube :-/ Thanks, I've seen the digipress site - but they don't have all the tunes. As for the amegah... err. pass Quote Link to comment Share on other sites More sharing options...
Lynxpro Posted January 19, 2016 Share Posted January 19, 2016 (edited) Thanks, I've seen the digipress site - but they don't have all the tunes. As for the amegah... err. pass Can you rip the audio out of the arcade ROM? Playback might be a pain since it's Quad POKEY. I don't know all of the details but it's possible the theme music is done by 2 of the POKEYs with the remaining 2 devoted to the audio sfx. The theme music to the Amiga version is absolutely pitiful. As I mentioned above, it sounds like the audio SFX is sampled from the film…the X-Wing's blaster fire, for example. This guy has the arcade audio: And the audio from the Empire Strikes Back arcade game: Edited January 19, 2016 by Lynxpro Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 19, 2016 Author Share Posted January 19, 2016 Or this. Gawd, I LOVE MAME. 5 Quote Link to comment Share on other sites More sharing options...
Lynxpro Posted January 19, 2016 Share Posted January 19, 2016 Or this. Gawd, I LOVE MAME. mame_sw.png Or that. But I thought someone would appreciate the vids of Quad POKEY emulation in action. He has some interesting Atari Firefox LaserDisc vids. Can you get the POKEY audio to run on the Jag? [using the DSP to decode and playback]. Or would you have to treat it as a sample like the speech? Quote Link to comment Share on other sites More sharing options...
atarian63 Posted January 20, 2016 Share Posted January 20, 2016 I wish there was a way to reverse the controls, yes I know that is not correct, I used to have the arcade sit down and someone had set it up to be more like a joystick in that up was up and down was down. anyway thank you for this! Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 20, 2016 Author Share Posted January 20, 2016 I wish there was a way to reverse the controls, yes I know that is not correct, I used to have the arcade sit down and someone had set it up to be more like a joystick in that up was up and down was down. anyway thank you for this! Err you can press 0 on the number pad, just like it says in the notes under the download link.... ANYWAY: Currently testing a new ROM with: All the music ripped from the arcade, triggered at the correct points! (no hooks in the ST code, so this was fun) All the speech ripped from the arcade version (again, no triggers) - plus the 'one in a million' from the ST (which isn't in the arcade) ZeroSquare replayer (all sounds are now 16hkz MuLaw and sound great! ... well, apart from that one ST sample which is 6kh signed) Some other stuff and a splash picture while it unpacks stuff Will post once my humble army of 2 testers approve (Oh, and Dr Clu is on the case for changing the YM sfx to the arcade samples) 6 Quote Link to comment Share on other sites More sharing options...
racerx Posted January 20, 2016 Share Posted January 20, 2016 Tell those testers to hurry up. 2 Quote Link to comment Share on other sites More sharing options...
atarian63 Posted January 20, 2016 Share Posted January 20, 2016 Err you can press 0 on the number pad, just like it says in the notes under the download link.... ANYWAY: Currently testing a new ROM with: All the music ripped from the arcade, triggered at the correct points! (no hooks in the ST code, so this was fun) All the speech ripped from the arcade version (again, no triggers) - plus the 'one in a million' from the ST (which isn't in the arcade) ZeroSquare replayer (all sounds are now 16hkz MuLaw and sound great! ... well, apart from that one ST sample which is 6kh signed) Some other stuff and a splash picture while it unpacks stuff Will post once my humble army of 2 testers approve (Oh, and Dr Clu is on the case for changing the YM sfx to the arcade samples) Guess I should read.. sorry.. New rom sounds great! Much appreciated! Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 20, 2016 Author Share Posted January 20, 2016 Just though you might (but probably not) be interested in seeing what needed to be done here, on top of the ST simulation code, just to hook all this up: ;; Audio Channels ;; SFXchan equ 1 VOXchan equ 2 MUSchan equ 3 GUNchan equ 4 ; $138be - Domark creds ; $13924 - Star Wars scroller - THEME.RAW (0) ; $1d446 - instructions ; $1d45c - highscore display ; $1d46a - game start ; $1ca38 - TIE attack start - TIE_WAVE.RAW (1) ; $1512e - TIE retreat to deathstar - TIE_END.RAW (2) ; $16af0 - Zoom to Death Star ; $168f0 - Attack selection ; -$1f62(a4) ; 1 = trench - TRENCH.RAW (3) (11dcc) ; ~ = surface - SURFACE.RAW (4) 11cfa ; $1bf36 - Dead - GAMEOVER.RAW (5) ; $11df6 - Highscores - CANTINA.RAW (6) ; $1dbbc - deathstar Explode - STAR_DIE.RAW (7) ; $21d1c - END on highscore - The Force will be with you, always (spk11) sng0 equ $802006 ; musical jingles sng1 equ sng0+4 sng2 equ sng1+4 sng3 equ sng2+4 sng4 equ sng3+4 sng5 equ sng4+4 sng6 equ sng5+4 sng7 equ sng6+4 spk0 equ sng7+4 ; H ; I Can't Shake Him spk1 equ spk0+4 ; Tr ; I Have You Now spk2 equ spk1+4 ; H ; I'm Hit But Not Bad spk3 equ spk2+4 ; S ; I'm On The Leader spk4 equ spk3+4 ; H ; I've Lost R2! spk5 equ spk4+4 ; Tr ; Let Go, Luke! spk6 equ spk5+4 ; S ; Luke, Trust Me! spk7 equ spk6+4 ; * ; R2, Try and increase power! spk8 equ spk7+4 ; - ; Red 5, I'm Going In! spk9 equ spk8+4 ; - ; Red 5 Standing By spk10 equ spk9+4 ; Tr ; The Force Is Strong In This one spk11 equ spk10+4 ; Hi ; The Force Will Be With You, always! spk12 equ spk11+4 ; - ; Use The Force, Luke! spk13 equ spk12+4 ; - ; Yahoo! You're all clear kid! spk14 equ spk13+4 ; Ti ; Stay in attack formation spk15 equ spk14+4 ; - ; Look at the size of that thing move.w #$4ef9,$11f42 ; vsync move.l #vsync,$11f44 move.w #$4ef9,$1a37e ; screen set move.l #setscr1,$1a37e+2 move.w #$4ef9,$12cd4 ; VB installer move.l #set_vbi,$12cd6 move.w #$4ef9,$223bc ; sampleplayer move.l #sampleplayer,$223bc+2 move.w #$4ef9,$230ee ; sfx player move.l #sfx_player,$230ee+2 move.w #$4ef9,$12970 ; post runtime patches move.l #patches,$12972 lea $5566a,a0 ; resign ST samples (obsoleted).resign: add.b #128,(a0)+ cmp.l #$78000,a0 bne.s .resign ;; PATCH IN ALL SFX move.w #$4ef9,$13924 ; Theme move.l #m0,$13924+2 move.w #$4ef9,$1ca38 ; TIE wave move.l #m1,$1ca38+2 move.w #$4ef9,$1512e ; TIE end wave move.l #m2,$1512e+2 ; move.w #$4ef9,$11dcc ; Trench ; move.l #m3,$11dcc+2 move.w #$4ef9,$1691c ; Surface Attack move.l #m4,$1691c+2 move.w #$4ef9,$1bf36 ; Game Over move.l #m5,$1bf36+2 ; move.w #$4ef9,$11df6 ; Cantina (High Score) move.l #m6,$11df6+2 move.w #$4ef9,$1dbbc ; Deathstar Destroyed move.l #m7,$1dbbc+2 move.w #$4ef9,$21d1c ; END on Highscore move.l #highscore_end,$21d1c+2 move.w #$4ef9,$1c1f4 ; Hit move.l #hit,$1c1f4+2 ;; lea $7554,a7 ; set up initial MALLOC move.l #$11ae6,4(a7) jmp $11be6 ; STAR WARS! ;; here when hit;; .w $228b8 - shield counter (prior to hit);; 8(a6) - offset hit: tst.w 8(a6) bpl .hit_exit ; adding to shield movem.l d0-a6,-(a7) move.w $228b8,d0 add.w 8(a6),d0 cmp.w #5,d0 beq .cant_shake_him cmp.w #2,d0 beq .hit_not_bad cmp.w #0,d0 beq .lost_r2 bra .out .cant_shake_him: move.l spk0,a0 ; sample start address move.l spk0+4,d1 ; sample end address bra .dosample .hit_not_bad: move.l spk2,a0 ; sample start address move.l spk2+4,d1 ; sample end address bra .dosample .lost_r2: move.l spk4,a0 ; sample start address move.l spk4+4,d1 ; sample end address .dosample: sub.l a0,d1 ; sample length moveq #VOXchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play .out: movem.l (a7)+,d0-a6.hit_exit: move.w -$1f4c(a4),-$1f44(a4) jmp $1c1fa highscore_end: beq .fin_name jmp $21c9c.fin_name: movem.l d0-a6,-(a7) move.l spk11,a0 ; sample start address move.l spk11+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #VOXchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6 jmp $21d6a .m7_out: move.w #-1,m2_playing move.w #-1,m5_playing move.w #-1,m4_playing link a6,#-8 move.w #$30,d0 jmp $1dbc4 ;;;; New triggers for all the music jingles (No hooks in original code!);; rnd_timer equ 15*60current_stage: dc.w -1stage_rnd_timer: dc.w rnd_timer ; 0 - tie attack ; 1 - surface ; 2 - trench m7: tst.w m7_playing bpl .m7_out move.w #1,m7_playing movem.l d0-a6,-(a7) move.l sng7,a0 ; sample start address move.l sng7+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6 .m7_out: move.w #-1,m2_playing move.w #-1,m5_playing move.w #-1,m4_playing move.w #-1,current_stage link a6,#-8 move.w #$30,d0 jmp $1dbc4 m7_playing: dc.w -1 m6: movem.l d0-a6,-(a7) move.l sng6,a0 ; sample start address move.l sng6+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6 move.w #-1,m2_playing move.w #-1,m5_playing move.w #-1,m7_playing move.w #-1,m4_playing move.w #-1,current_stage jmp $21d88 m5: tst.w m5_playing bpl .m5_out move.w #1,m5_playing movem.l d0-a6,-(a7) move.l sng5,a0 ; sample start address move.l sng5+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6 .m5_out: move.w #-1,m2_playing move.w #-1,m7_playing move.w #-1,m4_playing move.w #-1,current_stage cmp.w #$5dc,-$20d8(a4) jmp $1bf3c m5_playing: dc.w -1m4: tst.w m4_playing bpl .m4_out move.w #1,m4_playing movem.l d0-a6,-(a7) move.l sng4,a0 ; sample start address move.l sng4+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6.m4_out: move.w #-1,m2_playing move.w #-1,m5_playing move.w #-1,m7_playing move.w #1,current_stage move.w #rnd_timer,stage_rnd_timer clr.w -$20d8(a4) jsr $114(a5) jmp $16924 m4_playing: dc.w -1 m3: movem.l d0-a6,-(a7) move.l sng3,a0 ; sample start address move.l sng3+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6 move.w #-1,m2_playing move.w #-1,m5_playing move.w #-1,m4_playing move.w #-1,m7_playing move.w #2,current_stage move.w #rnd_timer,stage_rnd_timer rts; jmp $1f2ae m2: tst.w m2_playing bpl .m2_out move.w #1,m2_playing movem.l d0-a6,-(a7) move.l sng2,a0 ; sample start address move.l sng2+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6 .m2_out: move.w #-1,m5_playing move.w #-1,m7_playing move.w #-1,m4_playing move.w #-1,current_stage move.w #$c8,-$f06(a4) jmp $1514em2_playing: dc.w -1 m1: movem.l d0-a6,-(a7) move.l sng1,a0 ; sample start address move.l sng1+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6 move.w #-1,m2_playing move.w #-1,m5_playing move.w #-1,m7_playing move.w #-1,m4_playing move.w #0,current_stage move.w #rnd_timer,stage_rnd_timer addq.l #8,a7 move.w #$1,-(a7) jmp $1ca3e m0: movem.l d0-a6,-(a7) move.l sng0,a0 ; sample start address move.l sng0+4,d1 ; sample end address sub.l a0,d1 ; sample length moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play movem.l (a7)+,d0-a6 move.w #-1,m2_playing move.w #-1,m5_playing move.w #-1,m7_playing move.w #-1,m4_playing move.w #-1,current_stage move.w #$7,-(a7) move.w #$f,-(a7) jmp $1392c ; text routine @ 1a6c8 text_routine: movem.l d0-a6,-(a7) .text_exit: movem.l (a7)+,d0-a6 movem.l d0-d1/a0,-(a7) move.w 16(a7),d0 jmp $1a6d0 ;@ 230e4 ;;;; Sound effects emulation (d0=sample number);;;; jmp point $230ee sfx_player: movem.l d0-a6,-(a7) moveq #SFXchan,d2 ; channel cmp.w #6,d0 ; laser? bne .not_fire cmp.w #12,ticks ; prevent spamming sample blt .out clr.w ticks moveq #GUNchan,d2 ; change to it's own channel .not_fire: cmp.w #$16,d0 ; range clipping bgt .out add.w d0,d0 add.w d0,d0 lea sndtable,a1 move.l (a1,d0.w),a0 ; sample start address move.l 4(a1,d0.w),d1 ; sample end address sub.l a0,d1 ; sample length move.l d2,d0 ; chan move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play .out: movem.l (a7)+,d0-a6 rts add.w d0,d0 lea $231d8,a0 jmp $230f4 ;;;; ST code triggers for the following samples;; ; $5566a/$5566b Use the Force, Luke; $57baa Red 5 standing by; $5992a You're all clear, Kid; $5ca2a Great shot kid, one in a million; $5fd2a Look at the size of that thing sampleplayer: movem.l d0-a6,-(a7) cmp.l #$57baa,$223f2 ; RED FIVE STANDING BY bne .not_start move.l sng1,a0 ; kill any playing jingle move.l sng1,d1 ; as it's a new game sub.l a0,d1 moveq #MUSchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play .not_start: move.l #Audio_8bit_muLaw,d3 move.l #46168/15389,d2 move.l $223f2,d0 ; get sample start address and.l #$fffffff0,d0 ; clip the end byte (game is stupid and starts samples at different addresses) .s1: cmp.l #$55660,d0 bne.s .s2 bsr m3 ; trigger Trench music move.l spk12,a0 ; use the force move.l spk12+4,d1 bra .playit.s2: cmp.l #$57ba0,d0 bne.s .s3 move.l spk9,a0 ; red 5 standing by move.l spk9+4,d1 bra .playit .s3: cmp.l #$59920,d0 bne.s .s4 move.l spk13,a0 ; You're all clear kid move.l spk13+4,d1 bra .playit .s4: cmp.l #$5ca20,d0 bne.s .s5 ; Great shot kid, one in a million (not in arcade game!) move.l #$5ca2a&$fffffff8,a0 ; ST start address move.l #$5fd2a&$fffffff8,d1 ; ST end address move.l #46168/6000,d2 move.l #Audio_8bit_Signed,d3 bra .playit .s5: neg.w .approach_sample bpl.s .size_of_thing move.l spk8,a0 ; Red 5. i'm going in move.l spk8+4,d1 bra .playit.size_of_thing: move.l spk15,a0 ; Look at the size of that thing move.l spk15+4,d1 .playit: sub.l a0,d1 ; sample length moveq #VOXchan,d0 bsr Audio_Play movem.l (a7)+,d0-a6 jmp $223d8 .approach_sample: dc.w 1 tickcnt: dc.w 0 ; $1d30e - keyboard scan for activity patches: move.l #$271b4,d0 ; reset MALLOC ptr move.l d0,-$e04(a4) move.l d0,-$e00(a4) jmp $12978 vsync: move.w -$1f3c(a4),d0 bne.s vsync move.l #ConvertST2JAG,a0 bsr call_GPU_code_STOP rts setscr1: move.w #$ffff,-$1f3c(a4) move.l $22364,ScreenData jmp $1a398 set_vbi: move.l #$24804,$384 move.l #$11dc0,my_vbi jmp $12d1a user_vbi: movem.l d0-a6,-(a7) clr.b $235d4 ; Force JOYSTICK mode tst.l my_vbi bmi .out move.l my_vbi,a0 jsr (a0) bsr scanpads lea $e4d,a0 jsr $1aad8 move.w current_stage,d0 bmi .out subq.w #1,stage_rnd_timer bpl .out move.w #rnd_timer,stage_rnd_timer add.w d0,d0 add.w d0,d0 lea rnd_table,a0 move.l (a0,d0.w),a0 eor.l #8,random_offset add.l random_offset,a0 move.l (a0),a0 ; get sample pointer ; $802xxx move.l 4(a0),d1 ; get sample end address move.l (a0),a0 ; get sample start address sub.l a0,d1 ; sample length moveq #VOXchan,d0 move.l #46168/15389,d2 move.l #Audio_8bit_muLaw,d3 bsr Audio_Play .out: movem.l (a7)+,d0-a6rts: rts rnd_table: dc.l random_samples_TIE dc.l random_samples_SURFACE dc.l random_samples_TRENCH random_offset: dc.l 0 random_samples_TIE: dc.l spk3,spk4 ; I'm on the Leader dc.l spk14,spk15 ; Stay in attack formation random_samples_SURFACE: dc.l spk1,spk2 ; I have you now dc.l spk6,spk7 ; Luke, trust me random_samples_TRENCH: dc.l spk5,spk6 ; Let go Luke dc.l spk10,spk11 ; The force is strong 7 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 20, 2016 Author Share Posted January 20, 2016 ROM in the ports thread. 3 Quote Link to comment Share on other sites More sharing options...
+Saturn Posted January 20, 2016 Share Posted January 20, 2016 ROM in the ports thread. Wow Thanks a million for this! I'm running out of Skunkboards though Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 20, 2016 Author Share Posted January 20, 2016 Wow Thanks a million for this! I'm running out of Skunkboards though Time to turn off the motor and unlock another cabinet? 2 Quote Link to comment Share on other sites More sharing options...
Merendino Posted January 20, 2016 Share Posted January 20, 2016 I don't own a Skunk or a Jag CD but thank you, Cyrano Jones. You are awesome and your work inspires me. 3 Quote Link to comment Share on other sites More sharing options...
BigO Posted January 20, 2016 Share Posted January 20, 2016 0 on numpad switches y-axis I have a couple of oddball questions. Are you far enough along yet to be able to list all of the controller buttons that will be needed to play this game on the Jaguar? Do you think you'll be able to retain the logic that allows the game to play on the ST with a trackball? 1 Quote Link to comment Share on other sites More sharing options...
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