Search found 12 matches
- Wed Mar 13, 2013 1:30 am
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
One idea would be to do a pass in C and then optimize the important bits in assembly. I'm pretty confident you'd be able to pull off a fair bit with decent performance in C. For Propeller, as long as I wasn't blatantly sloppy, things kept running at 60fps. Of course, it wasn't running a complete ga...
- Wed Mar 13, 2013 1:07 am
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
Indeed!, I've managed to compile a big collage of all the maps, I think the hardest part will be becoming proficient in 68K ASM ( I know it's not a necessity in most cases, but if you're gonna do something, do it right y'know?), I've been power reading through various manuals and references though, ...
- Tue Mar 12, 2013 5:34 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
This looks really good ! That's what I'm goin for! Do you plan to make a completely report, using the same graphics and colors, or will you upgrade the colors (not the sprite art) to the genny stardards? I'm a little indecisive here, while as I said earlier, i have been optimizing the palette where...
- Tue Mar 12, 2013 11:13 am
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
- Tue Mar 12, 2013 10:39 am
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
How people could write port without source ...? It's just awesome ! :) Essentially, passion, patience, and magic (or beer, but it's basically the same!). I think it's more of a "conversion" rather than a port. Maybe he's got all the graphics but he still needs to recode the game from scratch. Yeh, ...
- Thu Mar 07, 2013 3:44 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
- Thu Mar 07, 2013 2:53 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
- Thu Mar 07, 2013 2:36 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
- Thu Mar 07, 2013 1:46 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 16090
Getting Started! - Duke Nukem (DOS) 'Port'
Hi everyone!, So I finally got around to playing with the SGDK after many months of "I'll get around to it", The project I've decided to undertake is a port (I should technically say re-write, as no source code is being used from the original) of Duke Nukem 1, Currently got the title screen going, a...
- Mon Sep 05, 2011 5:00 am
- Forum: Video Display Processor
- Topic: Help with tiles (bit of a noob)
- Replies: 4
- Views: 4175
- Mon Sep 05, 2011 2:07 am
- Forum: Video Display Processor
- Topic: Help with tiles (bit of a noob)
- Replies: 4
- Views: 4175
Hmmm, sounds alot more advanced than I had first comprehended, are there any good guides of the sorts around? I'm assuming alot of this is done in hexEditing, (which is no problem) but the decompression is still doing my head in. To start first off, let us say I didn't want to do an extensive change...
- Sun Sep 04, 2011 3:03 pm
- Forum: Video Display Processor
- Topic: Help with tiles (bit of a noob)
- Replies: 4
- Views: 4175
Help with tiles (bit of a noob)
Hey guys, would really appreciate some advice in the right direction here. I've been wanting to do some tile/sprite mods for the game "Stormlord", upon opening the rom in TileLayerPro the graphics are all garbled (which means they are compressed no?) I've tried a few decompression utilities but to n...