Games in Progress: 3 | Players logged in: 3 | Players Registered: 37413 | Games Played Total: 68649
  Home Help Search Login Register  
  Show Posts
Pages: [1] 2 3 ... 11
1  M.U.L.E. Community / General Discussion / M.U.L.E. - 1983 (C64) - 4-Players Game 1 - 650x on: May 07, 2011, 00:14
**This is a slightly slower version of the previous video I posted, all subs have been transferred over also.**

This is a high-speed capture of a four player game of

Mule originally played over ~1.5 hrs on a Commodore 64.

I believe the artifacts on the opening title are a

result of the copy we are using, whether it also affects

game play in some way we are unsure.

Watch orange (me), I play like a fool.  A man into

Smithore without mountains is surely doomed every time. 

I was planning to crash the market but never had the

production until far too late.

The game is sped up by 650%.  In the 5th development

someone has a cow and throws the joystick nearly

destroying the video output port completely.

http://www.youtube.com/watch?v=Yw8NhVkeuBY

Spoiler:
Green guy finally gets a win after being beat on all weekend.
2  M.U.L.E. Community / General Discussion / The 1541 is dead. Long live the 1541U-2 on: May 06, 2011, 22:15
Sorry BUT I just had to drool in public some more:

http://www.youtube.com/watch?v=N_HEvR6AgY0

Simply awesome.

I think it goes for a cool 150 English pounds, I bet it would last as long as the original too.
3  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: 1.3.4 Comprehensive feature list or change log? on: May 05, 2011, 06:56
I posted a copy of the somewhat choppy capture I have but I sped it up by 1200x to hide the issue.  I don't have any player audio for it so I dubbed in the latest soundtrack version I had cooked up.  I figured the audio actual game I had wouldn't sound very good at 1200x since it was fugly to begin with.  Next time hopefully I'll get something worth of a longplay with player audio and break into 10 videos for posting.

http://www.planetmule.com/forum?topic=1382.0

PS Re. crashing the smithore market by yourself, I try to do just that in the game but fail miserably for several reasons... I buy all the smithore early to drive the price up quickly but never produce any forever (never take a mountain ffs)...  I totally screw it up but I tried to show the general method, maybe I'll be better next time.
4  M.U.L.E. Community / General Discussion / M.U.L.E. - 1983 (Commodore 64) 1200x on: May 05, 2011, 06:48
M.U.L.E. - 1983 (Commodore 64) 1200x
This is a high-speed capture of a four player game of Mule originally played over ~1.5 hrs on a Commodore 64.

I believe the artifacts on the opening title are a result of the copy we are using, whether it also affects game play in some way we are unsure.

Watch orange (me), I play like a fool.  A man into Smithore without mountains is surely doomed every time.  I was planning to crash the market but never had the production until far too late.

The game is sped up by 1200%.  In the 5th development someone has a cow and throws the joystick nearly destroying the video output port completely.

http://www.youtube.com/watch?v=VI2e-jwjhN4

Spoiler:
Green guy finally gets a win after being beat on all weekend  Cry.
5  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: 1.3.4 Comprehensive feature list or change log? on: April 28, 2011, 00:34
Ok I think I'm just going to ignore most everything you and keybounce had to say earlier, either you guys don't read my stuff or you don't understand it.

I want the game to be EXACTLY as the original and all this bullshit cry baby arguments about "fixing" it to disappear.  I don't care why the store buys more smithore than it needs, that's the way it was in the original and that's the way a "close as possible remake" should be also.

Yes, yes I know you guys think you can make it better, good that's what Mule 2 should be all about, best of luck to ya...

Obviously you guys want ME to say Planet Mule IS "close as possible" and it really pisses you off when I say "not even close."

If you want me to lie to you I can: "PM is the greatest remake ever, it honors the original in every way and should stand as an example for all who come after to remake classic video games.  Personally I can't even tell the difference when I'm playing PM instead of C64 Mule."

Happy now?  Tongue

PS I thought when you captured with a video camera like that Chucky, it wants everything to be 24 frames progressive... so its dropping frames from an NTSC C64 left and right... I think that's why your example capture panels so badly when the train is moving.  Try capturing something with a lot of motion and you will see what I mean.

PPS You know there is less gold in a 1000 circuit boards and chips than in 1 gold tooth right?
6  M.U.L.E. Community / General Discussion / Re: New C64 for sale on: April 27, 2011, 11:16
Neat but I wish they would release something the size of an iPad with a dongle to plug a hd tv, stereo, usb flash drive, a couple joysticks, another tactile keyboard and power.  Hell, drop the dongle and triple the thickness to put the ports on the device.

Give it miniturized c128 hardware.   Go the distance and add some support for BT wireless joysticks and a keyboard and I know four guys who would chip in and very pay dearly for one!  Likely the same price some of us paid for a c64 30 years ago.

Atari tried something similar in the Flashback but it appears they missed a good chance to create the ultimate system and just slammed something together.  I mean I do want one just for the joysticks but otherwise its limited to 50 games, and none of them are Mule so wtf you know? Smiley

Personally I want the C128 so I can play through Ultima 5 on original equipment with the music on someday.  Plus it could switch to a plain old c64 mode anyway.

Wouldn't it be awesome if they would do something like that, that could include every old system up to the snes?  Then all the old time gamer freaks could buy the same units and parts.  Might even be profitable that way who knows?

I mean emulation like MAME and Frodo are close but just compare the Original Mule music I posted to a modern SID emulation... my opinion is they don't even come close.  Cry
7  M.U.L.E. Community / General Discussion / Re: M.U.L.E. original C64 Sound on: April 27, 2011, 01:26
Why do people have to log into to see the file link?
8  M.U.L.E. Community / General Discussion / Re: M.U.L.E. updated C64 Sound on: April 26, 2011, 18:31
This is another version of the original I made up quickly to try and compliment and enhance the underlying genius of the original masterpiece without remaking it into something else. Wink

Again Roy Glover rulez I hope no one minds me showing it off?!

 Cheesy

9  M.U.L.E. Community / General Discussion / M.U.L.E. original C64 Sound on: April 26, 2011, 18:28
Roy Glover rulez I hope no one minds me showing it off?!

As some of you are aware from this thread in feedback,

http://www.planetmule.com/forum?topic=1198.0

I have decided to try and capture a complete 4 player game of Mule from an original Commodore 64.

The long and the short of it is, its a work in progress which is coming along except that opportunities to get 4 players together only happen so often.  Maybe 4 months from now I'll have something worth editing.

Anywhooo I decided to post the original music since I can't stop playing it.  IMO the emulators and the SID midi players don't come close.  I stereo-ized it, cleaned it up quickly, and mp3'd it but otherwise its unadultered!

Again Roy Glover rulez and I hope no one minds me showing it off?!

 Cool
10  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: 1.3.4 Comprehensive feature list or change log? on: April 26, 2011, 18:07
All great suggestions, my bug is literally driver related, VirtualDub triggers it with Overlay turned on while capturing (even though it stops showing it during captures).  I have the solution now for a smooth loseless 720 x 480 capture.  My CPU usage is about 40% I think, 0 dropped frames, audio is +-1ms sync, hardrive is about 20% of its throughput.  Because of the debugging I had to do, I had almost every service disabled including networking, its a fresh build with old stable drivers only video editing required software is installed at this point.  Its also disconnected from da dubia dubia dubia, what a pita.

Sys. ~specs.  P4 2.8c w/ 1gb ram @ pc2700, sapphire ati radeon 9800se, a sapphire ati theatre 550 (capture),  sata-I connected 500gb seagate and 2TB western digital both @7200 rpm, 16x lg dvdrw, some chezzy onboard Sis sound.  She has plenty to go for capturing the 2TB is brand new after I figured out another 500GB drive I had would be taking a dirt nap... <<=15mb/sec @ 65 degress celcius.  Thank you tuneHD.

The only issue I see with your strategy is you can't play off a camcorder, and if you can the output might be delayed.  If the damn capture device has a passthrough output as well your laughing... so in our case we do need a split amplifier to pull it off properly, especially for the audio as my splitting it to the stereo and PC seems to destroy the quality most efficiently.

A truly digital capture would be awesome but I don't have those kind of skillz.  Tongue

I'm on an NTSC c64 so I'm capturing at 60 fps progressive (now) and going to need to deinterlace it with a bob filter (TFF) to get nice square pixels and to get rid of the dreaded combing effect.

I also need a separate machine to capture voice for 2 - 3 hrs, with an omni mic of some quality preferably tied into a half decent sound card.  Even a laptop 486 would work if its harddrive was big enough. 

Hopefully I can clean up what I otherwise can't technically pull off.  An iPhone works ok I think, but it's not capturing loseless, or decompressed so it makes cleanup and edits a total bitch.

I'm learning but its not easy to get a perfect capture.  A perfect digital capture will have to wait until I am better funded and some sorta idiots guide comes along.

...its also going to be a pain to clean out all the pausing we do in a game sometimes.... 1.5 hrs will be long enough lol....

However all that said I am extremely pleased with the quality I know I will get in the end, I have tried some SID plugins with WinAmp and the sound you get just isn't right -- the emulators can't quite get it right or my available sound cards aren't sufficient.

I will make a post in the general area and post a capture of the intro music I cleaned up a little and made into an mp3.  Roy Glover rulez I hope no one minds me showing it off?!

Thanks again for all you help.
11  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: 1.3.4 Comprehensive feature list or change log? on: April 26, 2011, 07:39
Darn its not just the audio in my 4 player video but the frame rate keeps dropping to 0 here and there and there... blame my silly mistakes in Virtualdub... something about overlay being on while recording, even with preview off doesn't jive...

Oh well I'll get one eventually, maybe I'll have a distribution amp too so we can play and hear properly without fudging the capture.

I'll see if I can get up a communist game of 2 guys playing all 4 positions for the time being.  My uncle and I plan on playing one of these sooner.
12  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: 1.3.4 Comprehensive feature list or change log? on: April 25, 2011, 11:30
I'll come back and try to respond to everything else later....
13  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: 1.3.4 Comprehensive feature list or change log? on: April 25, 2011, 11:28
Further to your previous post Chucky what I want is a game that matches the original, not in vague ways like the scope of the rule book.

The truly meaningful way would maintain the original balance and course of the game flawlessly.  I only play with real opponents, and only when 4 of us are available to play.

Further, I personally see nothing wrong with the original sound and gfx.  Skin it up if you must but please let the original artwork speak for itself somehow.  Again when you do part 2? surprise me please.

The real life interaction must be facilitated by the remake when played over the internet, this would be a meaningful addition in a faithful remake.  Where are those parts of the plans for part 2 even?

You guys don't support 4 player sit down for the times when we are all together either.  We don't want 4 laptops around a table, we have a TV on the wall... a computer can is hooked up to it.

There are two critical things I would of added to the original, internet play is only 1 part of the improvements NEEDED.  But in terms of changing the rules, to fix "it"... "it" ain't broke.  Get over it.

But why change anything you do not have to?  Remake it simply exact and then make part 2, show us all how its done.

M.U.L.E. is dead!  Long live M.U.L.E. I say!
14  Planet Mule 1 / Planet M.U.L.E. 1 Discussion / Re: 1.3.4 Comprehensive feature list or change log? on: April 25, 2011, 11:07
Just stopped by to drool on this in public:

http://www.amazon.com/Prograde-S-Video-Distribution-Amplifier-Analog/dp/B004AJLILC

I'm close to a capture from the original hardware, might speak louder than words.

I survived without this but it does screw up the sound on the 4 player game we got captured.  I crash and burn so you all should enjoy it.  Cry

Not sure about the audio from the players, we used a headset to trap that.  Might be a while before i cut it up, fix the intro music, respec!, hopefully its not all interlaced to hell... gimme a month or two...

Re. smithore being too dominant in the new game, I think it is a result of the rate at which mules can be switched.  Now guys can be in crystite or smithore late in the game and switch to another one in the last 2 turns, where it used to take more turns to switch 100%.  I haven't played this version in months and stand by any other differences I may have brought up about this, the details are getting vague.  They still refund the cost of outfitting on switches??

Whereas I have played c64 games with 3 other guys on two occasions about 10 times now since then, probably restarted another 5 games around the 4th turn due to various reasons... RL interuptions and games that get fubar for various reasons...

...things like some dummy didn't hit their button to the game just hit someone with a radiation mule and lose a plot on the same round in the 2nd or 3rd turn, with near 0 spread from 1st to 4th...

Cheers and thanks again for the s-video construction tip, if nothing else its made us much more likely to play now.   Cool
15  M.U.L.E. Community / General Discussion / Re: Mule 2? WTF!!! on: March 11, 2011, 03:54
Beautifully said sir.

It's also too easy to switch multiple mules on any given turn, making it unnecessary to decide what your main production is going to be on round 12 until much later than round 8.

B
Pages: [1] 2 3 ... 11