Νεες κυκλοφοριες σε retro κoνσολες και computers

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Συντονιστές: Nemo, Maddog, Whacker, BraiNKilleR

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Nemo
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Re: Hessian

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Ace έγραψε:
Κυκλοφόρησε παιδιά. Χαράς ευαγγέλια για τους Commodorάδες!
Xαρας ευαγγελια για όλους τους αδογματιστους retro gamers οντως !!! :D

Eυχαριτουμε Ace για το heads-up . :)
if" Imitation is the sincerest flattery",
imagine emulating ....
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Castaway(ΖΧ)

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https://www.youtube.com/watch?v=pA-qONqQlDw
The game is made in C with assembler, using Z88DK cross-compiler and the SP1 library, and targets the ZX Spectrum 48K (tested in emulators, ZX Spectrum 48K, ZX Spectrum+ and ZX Spectrum +2A).
Castaway(ΖΧ) : νεοεισελθων platform με το οποιο ο Juan J.(Reidrac) Martínez(Escape from Colony 8) συμμετεχει στην ZXDEV '15


D/load :arrow: Castaway(ΖΧ)

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if" Imitation is the sincerest flattery",
imagine emulating ....
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Spaceman Splorf: Planet of Doom(C64)

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https://www.youtube.com/watch?v=FDxW37JXlvI



Programming by Andreas Gustafsson
Graphics, music and manual by Vanja(Μermaid) Utne
Disk routines/Loader by Per (MagerValp)Olofsson
Spaceman Splorf: Planet of Doom(C64) ενας ιδιαιτερα ιδιακαλαισθητος και προσεγμενος flappy bird κλωνος (τα 2/3 των credits ηταν υπευθυνoι και για το προσφατο Ultima IV Remastered /C64).

D/load :arrow: Spaceman Splorf: Planet of Doom(C64)

Οfficial Site :arrow: http://pondsoft.uk/


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if" Imitation is the sincerest flattery",
imagine emulating ....
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GeoAnas
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

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Η "γοργόνα" (mermaid) έκανε πάλι το θαύμα της !
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MagotWIP(/C64)

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Nemo έγραψε:
Nemo έγραψε: Magot : ενα single screen platform/shoot em up που "ψηνεται" -απο τους Daddy Santoro (Coder) & Wizkid (Pixel Artist)- στον C64 και αναμενεται μεχρι μεσα στο 2015 σε μορφη cartridge/disk .
:arrow: http://magot64.blogspot.it/


https://www.youtube.com/watch?v=aZ-y2EJVAAA



https://www.youtube.com/watch?v=824aTj7gWg0


https://www.youtube.com/watch?v=gxKOtHJukTg
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

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Nemo έγραψε:Αν και αποφανθει ηδη ο C64 εμπειρογνωμονας
Karnov έγραψε: Εικόνα

Ωραίο φαίνεται.. Xρησιμοποιεί περισσότερα χρώματα ή μου φαίνεται;


-To "Caren and the Tangled Tentacles" θα τρεχει σε Multicolor Charmode
:arrow: http://sta.c64.org/cbm64disp.html

Προελευση viewtopic.php?p=35283#p35283

:arrow: :arrow: :arrow:
First of all - the graphics use charmode with some extra limitations because of the background animations which are implemented as video streams. This means - usually you have one charset that provide 1/4 of a screen to do the whole background graphics - minus the areas for each door, cabinet, water tap, feather bed etc. Thanks to this I have the average number of 190 to 200 chars to get the whole scene done except animations. This is not much to build a scene and for scrolling this means reduction of details and also increasing repetetive elements. Please remember that the graphics are using the same basis as for example great giana sisters.

Another point are things that aren't really visible. There are walk boxes for example. Think about having 16 invisible boxes for one scene that are necessary for non-direct movements and could also be used for assigning events. Similar games like Maniac Mansion use about 5 or 6 walk boxes per screen. Caren uses more because of the level of detail, for example walking around fences, trees, standing on a fix position next to an object while opening... If a scene would be larger than it would be necessary to reduce these things either.

To sum things up: I had the choice to get more detail or to get scrolling. Actually I prefer the first option.

Speaking of the sprites/text/whatever the game relies on sprite priority features. For that reason using extensive multiplexers is a really bad idea, but thanks to this it is possible to do some special tricks like cookie cutter masking which provides using kind of free form masking and arranging overlapping game characters without noteworthy cost.
Ενδελεχεις τεχνικες λεπτομερειες για τα Caren and the Tangled Tentacles /C64
απο τον ιδιο το σχεδιαστη δημιουργο τους Oliver "Veto" Lindau

στο ....... CPCwiki forum ..... :P
http://www.cpcwiki.eu/forum/other-retro ... msg=121357
if" Imitation is the sincerest flattery",
imagine emulating ....
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Ghouls'ngoblins/ G'nG(Gx4000/6128+)

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https://www.youtube.com/watch?v=_9tK5-y0N14


https://www.youtube.com/watch?v=lAAiLZX1eQc
I'm the one behind this try to have a ghosts'n goblins on Gx4000/Cpc+ cartridge.
Problem is that i'm alone doing it, and no pro.
So it's taking a long time and it won't be perfect.
I have no intention of selling it, how could i, there are rights on ghosts'n goblins.

Currently i'm working on music, i barely did a conversion of the nes tune (i'm no musician neither graphist).
I can play it with arkos player and it seems to work, but it sounds not good ("what would you think if i sang out of tune"...).

The memory is one of the main problem.
Because of the asic page at $4000, i only have 16 kb of continious ram for the main code (written in c and asm, using sdcc).
And i'm bad at dealing with code located at other pages.

The most important is that i wanted to learn how to do a game on gx4000, and also see what can be done on it.
As long as i enjoy doing it, it's ok, but any pressure won't be good at all !
;)

One last thing : two persons already tried it on the real hardware and reported that it works !
(i only have winape)

:arrow: http://www.cpcwiki.eu/forum/games/ghoul ... #msg120896

Ghouls'n goblins - Ghosts 'n Goblins remake για Amstrad Gx4000/6128plus
απο τον Nemo Kantio/Xifos
(τον θυμαστε απο το pseudo 3d racer amstrad > cpc 6128???)

D/load :arrow: Ghouls'n goblins Amstrad Gx4000/6128plus


Υ.Γ. δηλαδη οι κανονικοι Amstrad Cpc 464/6128 θα μεινουν με το

https://i.ytimg.com/vi/ZgufriFkri4/hqdefault.jpg
if" Imitation is the sincerest flattery",
imagine emulating ....
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GeoAnas
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

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Άντε ευκαιρία να γράψουμε καμιά καινούργια eprom για την σκονισμένη μας GX4000 :wink:
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(Not) Outrun/Atari Jaguar-latest Wip

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Nemo έγραψε:

https://www.youtube.com/watch?v=ixJYjFWmYGM
I started a few months back, creating a simple old fashioned road rasterizer. You can see the progress here. I wasn't too happy with that version. Yes it was very fast but the view was limited. You couldn't have 'approaching' hills and dips in the road.

Scrapping everything in that previous version, I started again and learnt some blitter coding at the same time. Man that thing is 'interesting'. It began with some poking here and poking there and eventually I worked out the functions I would need (with some help from Jag veterans too).

Here is the current version, all written in BASIC (Raptor Basic+).

No objectives yet, just a small track to drive around. There is a small loading counter at the top while it prepares the track so please be patient.
If this was in a final game then I would be able to pretty much ditch that load time altogether.

Main changes;
- Textured Road
- NTSC now runs 60fps :D (PAL was already maxed at 50)
- Trees! (Thanks PWW, tree from old thread)
- Longer track

Next on the list;
- Sound
- Graphic Tweaks (Tidying/making less crap)
- Fix dodgy road at bottom

Still takes a while to load. I don't see the point speeding that up until I'm finished tweaking.


(Not) Outrun για Atari Jaguar στα σκαρια/Wip

D/load :arrow: http://atariage.com/forums/index.php?ap ... _id=427792

:arrow: Atariage forums thread





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Change Log.
- Road splits! Drive left or right at the split to pick your route. There are currently 4 stages in total. Stages can be linked any way I decide and even loop back to previous ones. This allows for sequential roads, closed circuit tracks or choose your route (like Outrun!).
- Zero loading time.
- Made bottom of road animate better. Centre line is still dodgy tho.
- FPS tweaks.
- Fixed distant corners so the full road draws better.
- Tidied edges so screen is filled.
- Moved road sprite down to meet bottom of drawable area
- Horizon scrolls left/right appropriate to corner angle and your speed.
- Changed all scenery to 20 sizes (from 10) ; makes for smoother scaling.
- Added left / right corner arrow signs on the tight bends.
- Added Road Split signs when that's approaching.
- Graphical (palette) changes for each stage. We have, Sun, Rainy, Snowy and Desert.
- Scenery collisions
- Grass speed reduction
- Acceleration and braking adjustments.
- Moar billboards.

More scenery will be added in time but probably not until all other gameplay elements are in.

Next on my list;
- Sound.
- Ai cars.
- Score/timer/checkpoint type thing.
D/load :arrow: (Not) Outrun / Atari Jaguar -latest Wip

Προελευση :arrow: Atariage forums thread
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Sam's Journey ( C64 )

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if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

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Nemo έγραψε:

https://www.youtube.com/watch?v=LOAvW2K87-4

O γιαπωνεζος Nendo16 ετοιμαζει με την βοηθεια του SGDK το Gradius II για το Megadrive

:arrow: Προελευση



https://www.youtube.com/watch?v=c4T0Q8AZ5iI


https://www.youtube.com/watch?v=_TVpLpHvWG4

ενω ο ιδιος δημιουργος του ανεβασε και ενα ακομα video

με τιτλο .....

Megadrive Fantasy zone




https://www.youtube.com/watch?v=KrEYywTnSBE
if" Imitation is the sincerest flattery",
imagine emulating ....
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Fist-Ro Fighter(Spectrum game )

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Nemo έγραψε:

https://www.youtube.com/watch?v=w5fzV6Mayv0


Fist-Ro Fighter Teaser-videακι της (Retrobytes Productions 2015/IVAnZX) που ετοιμαζει για την ZX DEV'2015

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https://www.youtube.com/watch?v=9j6SB7gjYBM
Salmuela San works in the Police Department in Santa Coloma (Barcelona) and he is very efficient, too much, nobody can explain what his secret is to keep all the baddies down. A fat colleague of his, called Gazpanchete, jealous of him, discovers Salmuela´s secret, as he found a manual he was hiding in his locker. That manual contains the instructions to master an ancient technique called -RO! Which consists in focusing all your power in the... FIST! Salmuela San is the only one who knows it, until now...
D/load :arrow: Fist-Ro Fighter(ZX )

official page : http://retrobytesproductions.blogspot.g ... ghter.html


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if" Imitation is the sincerest flattery",
imagine emulating ....
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Barbarian/Death by sword ψηνεται στο SMS

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Κεφαλια μεσα .

Ο Κιμμεριος -οπως ονομαζεται η μεταφορα του Barbarian/Death by sword- ερχεται στον Sega Master System.

Λεπτομερειες :arrow: http://www.gamopat-forum.com/t85517-sms ... an-tribute#


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if" Imitation is the sincerest flattery",
imagine emulating ....
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Το Anguna ετοιμαζεται για το VCS2600

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https://www.youtube.com/watch?v=d6m1YnTSyZ8

To Anguna το homebrew game GΒA & DS ερχεται με αργα αλλα σταθερα βηματα στο Atari Vcs2600

Περισσοτερες πληροφοριες :arrow: https://bitbucket.org/gauauu/stanguna/overview &&& :arrow: http://anguna-dev.blogspot.gr/
if" Imitation is the sincerest flattery",
imagine emulating ....
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Το Anguna φαίνεται ωραίο, αλλά...

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...αυτό το Cimmerian σούταρε το original αιματηρό χτύπημα, για αυτόν τον χαρακτήρα που αναβοσβήνει; Στον αποκεφαλισμό, αντί για πίδακα αίματος, θα λαμπυρίζει στα χρώματα του ουράνιου τόξου, να φανταστώ;

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