Search found 12 matches

by dosboss
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...
by dosboss
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, ...
by dosboss
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...
by dosboss
Tue Mar 12, 2013 11:13 am
Forum: Megadrive/Genesis
Topic: Getting Started! - Duke Nukem (DOS) 'Port'
Replies: 24
Views: 16090

Haha, yeah, that was my logic :P
by dosboss
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, ...
by dosboss
Thu Mar 07, 2013 3:44 pm
Forum: Megadrive/Genesis
Topic: Getting Started! - Duke Nukem (DOS) 'Port'
Replies: 24
Views: 16090

Cheers guys!,
I'll keep this post updated with progress as it happens :)
by dosboss
Thu Mar 07, 2013 2:53 pm
Forum: Megadrive/Genesis
Topic: Getting Started! - Duke Nukem (DOS) 'Port'
Replies: 24
Views: 16090

Absolutely!
I appreciate you sharing it so freely, I've no doubt I'll put parts of it to good use!
by dosboss
Thu Mar 07, 2013 2:36 pm
Forum: Megadrive/Genesis
Topic: Getting Started! - Duke Nukem (DOS) 'Port'
Replies: 24
Views: 16090

Thanks a lot!,
It can be rough trying to learn all this with no references :P, I'll no doubt spend a lot of time digging through that ;)
by dosboss
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...
by dosboss
Mon Sep 05, 2011 5:00 am
Forum: Video Display Processor
Topic: Help with tiles (bit of a noob)
Replies: 4
Views: 4175

Thanks very much, I shall have to work through some of these ^_^
by dosboss
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...
by dosboss
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...