Search found 12 matches
- Wed Mar 13, 2013 1:30 am
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 21358
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 ...
- Wed Mar 13, 2013 1:07 am
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 21358
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 ...
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: 21358
- Tue Mar 12, 2013 11:13 am
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 21358
- Tue Mar 12, 2013 10:39 am
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 21358
- Thu Mar 07, 2013 3:44 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 21358
- Thu Mar 07, 2013 2:53 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 21358
- Thu Mar 07, 2013 2:36 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 21358
- Thu Mar 07, 2013 1:46 pm
- Forum: Megadrive/Genesis
- Topic: Getting Started! - Duke Nukem (DOS) 'Port'
- Replies: 24
- Views: 21358
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 ...
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 ...
- Mon Sep 05, 2011 5:00 am
- Forum: Video Display Processor
- Topic: Help with tiles (bit of a noob)
- Replies: 4
- Views: 5230
- Mon Sep 05, 2011 2:07 am
- Forum: Video Display Processor
- Topic: Help with tiles (bit of a noob)
- Replies: 4
- Views: 5230
- Sun Sep 04, 2011 3:03 pm
- Forum: Video Display Processor
- Topic: Help with tiles (bit of a noob)
- Replies: 4
- Views: 5230
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 ...
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 ...