Getting Started! - Duke Nukem (DOS) 'Port'

Ask anything your want about Megadrive/Genesis programming.

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dosboss
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Getting Started! - Duke Nukem (DOS) 'Port'

Post by dosboss » Thu Mar 07, 2013 1:46 pm

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, as well as the sprite being able to move left+right(with animations thanks to a sprite sheet)

Nothing impressive yet I know, but I couldn't contain my excitement seeing it work on real hardware for the first time :P

Hoping I can see this through till the end, or at the very least get the engine finished and a level playable!

It seems the community is very helpful so I'm sure I'm in good hands :)
Image

djcouchycouch
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Post by djcouchycouch » Thu Mar 07, 2013 2:35 pm

Congratulations on your new project!

Propeller, an SGDK-based game engine, may be useful to you.

viewtopic.php?t=1373

Some features:

- 8-way scrolling engine with "special tiles" the player can interact with like coins.
- object management system with per-object type collisions
- contains examples of effects, level structure, tile collisions, projectiles, enemy AI, player handling, animation, rotations and distance calculations
- python based tools to generate sin/cos and distance tables

dosboss
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Post by dosboss » Thu Mar 07, 2013 2:36 pm

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 ;)

djcouchycouch
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Post by djcouchycouch » Thu Mar 07, 2013 2:41 pm

dosboss wrote: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 ;)
At the very least, you can mine it for ideas. I spent a year on it, being the base for my Goplanes project. It's not quite geared for a 2d platformer, but there are some useful bits in there.

dosboss
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Post by dosboss » Thu Mar 07, 2013 2:53 pm

Absolutely!
I appreciate you sharing it so freely, I've no doubt I'll put parts of it to good use!

oofwill
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Post by oofwill » Thu Mar 07, 2013 3:37 pm

Hello

I'll be looking at this closely :)

TmEE co.(TM)
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Post by TmEE co.(TM) » Thu Mar 07, 2013 3:40 pm

This is awesome !

All the best for you in making it !
Mida sa loed ? Nagunii aru ei saa ;)
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen

dosboss
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Post by dosboss » Thu Mar 07, 2013 3:44 pm

Cheers guys!,
I'll keep this post updated with progress as it happens :)

Matej
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Post by Matej » Sun Mar 10, 2013 4:04 pm

Wow this is cool. DN2D was my fav PC386 game.

haroldoop
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Post by haroldoop » Sun Mar 10, 2013 4:56 pm

Nice project!

KanedaFr
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Post by KanedaFr » Sun Mar 10, 2013 5:31 pm

How people could write port without source ...?
It's just awesome ! :)

Fernando
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Post by Fernando » Mon Mar 11, 2013 3:57 pm

It used to be one of my favourites games when I was little. Play it on the Sega would be awesome. Good Luck with the project!

djcouchycouch
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Post by djcouchycouch » Mon Mar 11, 2013 4:13 pm

KanedaFr wrote:How people could write port without source ...?
It's just awesome ! :)
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.

peekpoke
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Post by peekpoke » Mon Mar 11, 2013 7:12 pm

http://gnukem.sourceforge.net
Fernando wrote:It used to be one of my favourites games when I was little
Same here, bro!

dosboss
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Post by dosboss » Tue Mar 12, 2013 10:39 am

KanedaFr wrote:How people could write port without source ...?
It's just awesome ! :)
Essentially, passion, patience, and magic (or beer, but it's basically the same!).
djcouchycouch wrote: 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, pretty much nailed it, I've ripped all the graphics (although I've been spending the past few days doing the sprite sheets and color palette optimization), the actual game itself is being completely re-written from scratch, there was no music in the original, but I wouldn't mind experimenting with some original tunes...we'll see, as for sound FX, I'd like to bring the classic bleeps and bloops of the 'PC Speaker' to the Mega Drive, although I'm hoping to provide an option to switch between that and some original sounds, as, as classic as they are, they can drill into your sanity after a while haha :P

PS - what do you guys think of this recolor?, looking back at the original title screen, the colors just don't sit right with me, I've restored his trademark colors and personally I was really impressed with the result, so opinions?

Image

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