Νεες κυκλοφοριες σε retro κoνσολες και computers

Οτιδήποτε εκτός θέματος εδώ.

Συντονιστές: Nemo, Maddog, Whacker, BraiNKilleR

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Nemo
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

Δημοσίευση από Nemo »

Nemo έγραψε:

https://www.youtube.com/watch?v=3AB5WFP11go
I thought you would all like another weekend treat. This is the first level of the game fully playable including all secret areas! I ported the guard & AI functions, along with the ability to pick up objects including the sword. I also re-implemented the keyboard handler, so the game is actually controllable - it used to do weird things before - and have re-written the sprite routines to correctly handle clipping and fixed other gfx glitches.

(Note: Return is the "action" key including grab & step, for timed jumps you'll need up-left & up-right which are mapped to the two keys either side of up '*'.)

Consider this a "teaser" :D and probably the last image I will upload here until the game is complete. I don't want you all getting bored and would like the final version to be fresh for everyone to play through and enjoy. :)

There is still plenty of work to do. I need to implement cutscenes and remaining gameplay features plus attract mode, save game etc. All the graphics need to be revamped for MODE 2 resolution and good palettes chosen (including NULA palettes.) Then I need SN music and sfx from our musician friend, Inverse Phase. Finally the whole lot needs to come together on a double-sided disc and any remaining Beeb specific support.

I'm also still not happy with the flickering and frame-rate. The good news is that there is plenty of memory free now - at least 6K - but not enough to double-buffer in MODE 2 (need around 13K.) The frame-rate gets quite bad when many sprites are being redrawn - I need to do some profiling (not jump to conclusions this time!) and have a good think about the best way to speed it up.

I'm still looking for an alpha tester to join our Slack channel and do playtesting with regular builds. Ideally someone who has played & completed the game on Apple II or PC and doesn't mind ruining their enjoyment of the finished Beeb version somewhat - it will mean replaying a lot of the same levels over again but at least you get some input into the development process.
To Prince of Persia(BBC Master) γίνεται port από την Apple 2 έκδοσή του στο ΒΒC Master
Διαθέσιμο ως ορεκτικό/teaser το 1ο level μέχρι την ολοκλήρωση του πλήρους port.

Direct D/load link Prince of Persia(BBC Master) 1st level teaser

Προέλευση : :arrow: http://www.stardot.org.uk/forums/viewto ... 28#p182093
:arrow: https://github.com/kieranhj/pop-beeb
Προέλευση :arrow: :arrow: :arrow: : http://www.mame.gr/forum/viewtopic.php?p=37869#p37869




https://www.youtube.com/watch?v=0cPFVne05iA



Πως ξεκίνησαν όλα /Code

The project kicked off in April 2017. Kieran had mentioned his interest in the 6502 Apple source code for Prince Of Persia, and expressed some mad ideas to get it working on the BBC Micro,
which seemed like crazy talk back then since the two machines are similar in some ways but very different in others.
.....
Soon enough, Kieran had cracked the animation tables too, so we enjoyed seeing how he’d managed to get the Kid running on the spot. Of course it was initially hacky and flickery, but it worked well enough.

Suddenly, the Kid was in there too, you could control him. Then the active sprites and level features started working, then enemies, then more levels - yep, we said, Kieran’s not messing about here.

But this is when it started getting trickier. Cramming all of the data and sprites and code into an 8-bit machine like the BBC is no mean feat and availability of RAM quickly became a problem. Many clever tricks were needed (and I’m sure Kieran will share some technical insights on that topic sometime soon).

After some deliberations, we realized it would only feasibly run on a 128Kb machine - the BBC Master.



https://www.youtube.com/watch?v=3AB5WFP11go

Graphics

Now at the same time, Kieran was battling to make the game render sprites fast enough to not be flickery,

High-resolution low-colour, VS low-resolution high-colour = low-resolution high-colour BBC Master shadow display RAM > double buffering of the screen >silky smooth and flicker free

John Blythe, a wonderfully talented artist, who took all of the ruff conversions of the orginal converted Apple 8-bit pixel sprites and images and remastered every single one.



https://www.youtube.com/watch?v=OM0kBmXsrXo

Audio

Simon remastered all of the music from the original PC version of the game for the BBC’s SN76489 sound chip. Simon nearly lost his mind trying to convert the music to 4Mhz chip tunes, but we overcame! We fixed it! We crammed it into memory! We got it working. We added sound effects. We added music. We added cutscene songs.

Τελικό ξεσκαρτάρισμα->Γραμμή τερματισμού

So although we were using almost every trick and byte in the machine we still kept running out of space to cram it all in. So we rallied, data was crunched, code was optimized, and somehow Kieran squeezed it all onto a single 200Kb disc image
Now its time for… Testing the builds. Fixing the bugs. Nailing the snags.

.... cramming for an Easter release deadline was almost like a real project! :)
Prince of Persia για BBC Master 128 από τους Bitshifters Kieran/Code , Art by John Blythe/Graphics, Simon Sounds & Music

Official site του παιχνιδιού από τους :arrow: https://bitshifters.github.io/posts/pro ... -beeb.html

Direct Download link :arrow: Prince of Persia ( BBC Master 128)

:arrow: Παίξτε το online/μέσω browser

:arrow: source code

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

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https://www.youtube.com/watch?v=oh-_b2790wY
Still glitchy, but playable, you can kill robots, they can kill you. Bats and Spiders not yet targets
There is a bullet detection bug where even though I'm clearing the sprite, I forgot to clear the values and it still registers a hit.

COMPLETED:
Robots navigate maze (Level 1 random movement)
Robots target and shoot at player
Player dies from bullet hits
Robot Dies from Bullet hits and registers a score based on level
Player has margin for error in turning through maze keeping the player from getting hung up on walls
Player walks slower through web
Gun spawns in 1 of 5 predefined locations
Gun adds bullets when picked up
Gun respawns after bullets reach 0

Bats and Spiders stun player

Add hit points to Level 3+ robots

Bats and Spiders die from bullet hits from player

Level 2+ Robots pursue player through maze

Add delay before player and robot respawn

Remove Bunker sprites when player is not near to reduce sprite flicker

Bats and Spiders die from bullet hits from main robot

Extra Man every 10000 points

Level 4 Robot shots kill player bullets

Black Robot fires larger projectile

Bats hanging from ceiling on Spawn

Add explosion graphic for bat or spider death (spinning disc temp)

Find space or make new title screen

Add an attract screen mode, to give the player time to start the game and explain scoring

Level 4 Robot destroys bunker


STILL NEED TO COMPLETE:

Look into using chars for bullets to reduce sprite flicker

Optimizing and Bug Swatting


The goal is to make a recreation of the original Intellivision game as best I can.

Uses Joystick 1, check your ALPHA LOCK before playing.


Night Stalker WIP του maze shooter /Berzerk κλώνος μετά Intellivision(1982) το Atari 2600 ως Dark Cavern και μετά τα Apple II και IBM PC έρχεται σιγά σιγά και στο TI-99/4a
από τον LASooner


Σχετικό :arrow: Atariage forum thread
-------------------------------------------------------------------------------------


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



https://www.youtube.com/watch?v=u4WY-1se-R4


Flying Shark TI-99/4A (με /χωρίς F18A) με γραφικά εμπνευσμένα από την spectrum version από τον Rasmus "Asmusr" Moustgaard (Js99er,Knight Lore /TI-99/4A ,Megademo/TI-99/4A ,Super mario- TI-99/4A Megademo,Super Mario bros για TI-99/4A με τοF18a e.t.c.)


Σχετικό :arrow: Atariage forum thread

https://github.com/Rasmus-M/Flying-shark
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

Δημοσίευση από Nemo »

Nemo έγραψε:
Nemo έγραψε:

Bomb Jack Beer Edition (Amiga500/+512Kb Fast Ram) beta2 edition
Eκει στην Amiga ζήλεψαν από την enchanced έκδοση του Bomb Jack
και θέλουν και εκείνοι μία (με την συνδρομή του Graeme "Μcgeezer"Cowie.
D/load :arrow: Bomb Jack Beer Edition (Amiga500/+512Kb Fast Ram) beta2
:arrow: Σχετικό ΕΑΒ thread
D/load link Bomb Jack Beer Edition (Amiga500 )beta 3


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

D/load link Bomb Jack Beer Edition (Amiga500 )beta 5

:arrow: Σχετικό ΕΑΒ thread post

Nemo έγραψε:
Nemo έγραψε:

implemented in 100% C, compiled with cc65.
I have handcrafted all the graphics pixel by pixel to mimic the original as much as I could.
This is still WIP - no gold bags, Digger can't shoot, Nobbins aren't turned into Hobbins etc., so just a technical preview.
Digger(C64) preview από τον Sergey Borodavkin

D/load :arrow: Digger(C64) preview


Digger(C64) preview 2 / Sergey Borodavkin

D/load :arrow: Digger (C64) preview 2


https://www.youtube.com/watch?v=JlKx79oOfUs



To port στον C64 της Pc έκδοσης του Digger από τους Sergey "lw0000 "Borodavkin /Code , Uctumi /Music
David "Grass" Vigh & Sergey "lw0000" Borodavkin /Graphics ολοκληρώθηκε .


D/load :arrow: Digger (C64)[/quote]

:arrow: Σχετική CSDB καταχώρηση

//////////////////////////////////////



https://www.youtube.com/watch?v=3bHy-rd4RH8
Code: Lft
Music: Lft
Graphics: Redcrab
Το πόνημα τoυ Linus "Lft" Αkesson (και Redcrab στα γραφικά) που πήρε την πρώτη θέση στην Revision 2018 στην κατηγορία στην Mixed Game Competition.

D/load :arrow: Crank Crank Revolution (C64)[/quote]

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

Δημοσίευση από Nemo »

Nemo έγραψε:

https://www.youtube.com/watch?v=oh-_b2790wY


Night Stalker WIP του maze shooter /Berzerk κλώνος μετά Intellivision(1982) το Atari 2600 ως Dark Cavern και μετά τα Apple II και IBM PC έρχεται σιγά σιγά και στο TI-99/4a
από τον LASooner

Σχετικό :arrow: Atariage forum thread


https://www.youtube.com/watch?v=zmNPl_GZr0E

Ενώ ο LASooner έχει πιάσει δουλειά και με το Jetball (HypaBall για TI 99/4a)

Σχετικό :arrow: Atariage forum thread
if" Imitation is the sincerest flattery",
imagine emulating ....
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Επικοινωνία:

Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

Δημοσίευση από GeoAnas »

Αχ...Ομορφιές! Πάλι πρέπει να βγάλω τον TI μου από την κούτα και να τον τοποθετήσω στον πάγκο που έχει γεμίσει με ένα σωρό παράπλευρα projects...
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

Δημοσίευση από Nemo »

Nemo έγραψε:
Nemo έγραψε:
Nemo έγραψε:

https://www.youtube.com/watch?v=8rMvJOVGIbg



https://www.youtube.com/watch?v=8QbHZPN4zBA

Μετά το Limbo και Little Big Planet στο C64 ?

(Βέβαια κρατάμε μικρό καλάθι πάντα )


https://www.youtube.com/watch?v=u4IpyQV1wLQ

Btw φασούλι το φασούλι γεμίζει το μικρό πάντα καλάθι...[




https://www.youtube.com/watch?v=nY4nt60cBqE



https://www.youtube.com/watch?v=SL4sMoQK78U

Finally got some basic collision in, so can jump on platforms and die on dangerous material, is working with three layers just like in original LBP.
Also got music routine in now and started writing some music.


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

Masking! Unless you a C64 nerd, you won’t appreciate the fact that I’m happy Sack Boy can go behind stuff now, made my brain hurt a little getting this to work!
Also started experimenting with generating some basic shadows.


https://www.youtube.com/watch?v=zLtBGOaKkuU
Added some bubbles to collect, messed around in Goat Tracker.
//////////////////////////////////////////////



https://www.youtube.com/watch?v=HwZ8BXuai_4

D/load :arrow: Snow Preview 4 +2 (C64)
if" Imitation is the sincerest flattery",
imagine emulating ....
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Κnight Lore C64 (μεσω Atari 8bit)

Δημοσίευση από Nemo »

Nemo έγραψε:
Nemo έγραψε:



https://www.youtube.com/watch?v=uzYmgaFD83A
Mariuszw has done another excellent Z80 to 6502 conversion for the Atari 800 which this is based on.

Again this is all CPU grunt (the only hardware sprite is used on the title screen and no hardware scrolling is used) but the speed is still very good. The C64 version is around the speed of the Amstrad & MSX versions and the C128 version is around the speed of the Spectrum version. The Plus4 versions speed sits between the C64 & C128 versions.

Saulc has supplied some great SID music & sfx which really add to the game.

To keep the C64 versions gameplay and speed the same as the C128 version I have increased the scroll speed of the C64 version slightly.
This can be adjusted in the main game menu by pressing ‘S’ (red border flash) for the slower/standard scroll speed and ‘F’ (green border flash) for the faster scroll speed

I’ve tested it on as much hardware as I can and it should work okay on PAL & NTSC machines and it fully supports SuperCPU & TC64 (by using frame syncing to slow the game down to a manageable speed). Mariuszw has also kept all the 6502 code accelerator safe, no illegal ops used.

The second fire button of the C64GS joystick is also supported for view change (not Plus4 version). The front end will automatically turn this feature off if a problem is detected, as not all modern hardware supports the extra joystick lines. The Space Bar can also be used in joystick mode to change the view or the ‘Z’ key in keyboard mode.

A number of cheats have been added in the front end (press ‘E’). Please note that selecting a game start level greater than 8 will screw up the bonus game but the game will remain playable.

The C128 VDC version runs well but is just a modification of the C128 Vic-II version really. Trying to find a configuration that worked on all the various VDC versions wasn’t easy so I just used the standard configuration with double pixel mode and the 8502 CPU set to 2Mhz (no tricks have been used) so it doesn’t run as fast as it could have. I went for compatibility over performance. It still runs at about the same speed as the C128 Vic-II version anyway.

I’ve included the source code in the build folder. Please note that some of my “outside of game” code is a bit hacky as I just wanted to get the game converted as quickly as possible. I will look to improve it in any future versions.

Download link :arrow: Gunfright C64, C128 (Vic-II & VDC) , Plus4 (TED & SID sound).


Προέλευση :arrow: http://csdb.dk/release/?id=155046

Εικόνα


Εικόνα
Version 1.10

Changes:

Slowed down Bandit Draw speed slightly if you draw first, so it’s the same as the Spectrum version. (The best tactic is still to let him draw first in most cases).

The C128 versions are now both SuperCPU compatible. Many thanks to Redrumloa and Mirkosoft for testing with the SuperCPU.

New loading screen by STE. Many thanks to Luca for converting the Plus4 screen.

New front end for the C128 VDC version. More inline with the other versions.

Please note that if you play the C128 VDC version with WinVice then please turn off “Video cache” in the Video settings/VDC render box, as you might get video corruption if you don’t.

Kαι H 1.10 version του Gunfright πλέον διαθέσιμη για C64


Download link :arrow: Gunfright 1.10 για C64,.


Προέλευση :arrow: http://csdb.dk/release/?id=155861

Εικόνα
I’ve been working on a full Z80 to 6502 conversion of Knight Lore for the last couple of months and I now have a version that more or less works. Many thanks to Mariuszw for his Recomplier and lots of help.

There are still a number bugs to fix and some routines to re-write where self-modifying code has been used on the Z80 side but you can move Sabreman around, the day to night transformation works fine, all the menus work and it doesn’t crash!

Once the bugs are fixed I’ll then look to add the Pentagram optimisations.

Still a lot of work to do so it will be a good few months before it’s completed

.....

The code is very similar to Pentagram so it should be up to the same standard and IMO it's a better game too.

.....

There will be a 128/VDC and and a Plus4 version again this time .

Mετά το Pentagram και Gunfright , και το Κnight Lore ακόμα ένα βασισμένο στην Filmation engine της Ultimate/Rare
βρίσκει σιγά τον δρόμο του για τα commodorάκια .

Oταν ευωδοθεί κι αυτό -σε μερικούς μήνες- μένει μόνο το Alien 8
που είναι στα todo του Commodorοπρογραμματιστή "Emu"
για να ακολουθήσει .
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computer

Δημοσίευση από Nemo »



https://www.youtube.com/watch?v=Oh5i7gmPfho


Ghosts'n Goblins GX4000/Amstrad Plus final alpha από τον Xifos

Download :arrow: Ghosts'n Goblins GX4000/Amstrad Plus final alpha

:arrow: Σχετικό Cpc wiki thread

/////////////////////////////////////////////////////////////////////

:roll: Βέβαια :roll:
δυστυχώς η τεράστια πλειοψηφία των κατόχων των απλών CPC θα αρκεστεί βέβαια στην G'nG έκδοση του 1985
αλλά ευτυχώς κάτι τέτοιο ΔΕΝ ισχύει στην περίπτωση του Galactic Tomb που είναι διαθέσιμο για όλους τους Αmstrad CPC



https://www.youtube.com/watch?v=RWXKnofgvl8


Galactic Tomb(Amstrad CPC) από τους Code:Artaburu / Graphics: Sad1942 / Music/fx: McKlain και την ESP Soft

D/load :arrow: Galactic Tomb(Amstrad CPC6128 disk)

***(θα ακολουθήσει και 64K έκδοση για κασσέτα)

:arrow: Επίσημη σελίδα του παιχνιδιού

///////////////////////////////////////////////////////




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

Ziggy(Atari XL/XE )το ισομετρικό arcade game μεταφέρθηκε από τους "γνώριμους "Frantisek „Fandal” Houra, Marek „Poison” Pesout, Christian „Irgendwer” Krüger στα 8bitα Atari
από το BBC Micro όπου είχε αναπτυχθεί το 1987 από τον btw φοιτητή της φαρμακευτικής τότε Dean Lester

Btw το Ziggy έγινε διαθέσιμο μέσω του FLOP, ενός floppy disk-based "magazine" για Atari XL/XE στα πλαίσια της Atariada 2018 .

D/load :arrow: Ziggy ( Atari XL/XE )

Εικόνα

/////////////////////////////



https://www.youtube.com/watch?v=3_cRIXMib7I


To Wolflingεκτός της Nes έκδοσης στα πλαίσια της συμμετοχής του Matthias " Lazycow" Bock στην 2017 NESdev Competition έρχεται και στο C64

D/load :arrow: Wolfling (C64) Preview

Εικόνα

//////////////////////////



https://www.youtube.com/watch?v=2XGGT5M76cM

EFMB C64 WIP video preview
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

Δημοσίευση από Ace »

Δεν ξέρω αν έχει ξανά αναφερθεί -πιστεύω πως έχει, anyway- αλλά βλέποντας το EFMB (Endless Forms Most Beautiful), θυμήθηκα ότι τώρα τελευταία ψάχνοντας υλικό για τον ξεχασμένο SAM Coupe, έπεσα πάνω στα Lost Disks of SAM / Moby DX (SAM Revival Edition)...

Εικόνα



...που διατίθενται και τα δύο ελεύθερα για κατέβασμα -μαζί με κανά δυο ακόμη- από το site των δημιουργών τους Andrew Gillen και Jaco van der Walt.
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

Δημοσίευση από Nemo »

Nemo έγραψε:

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

"The Shadows of Sergoth" (CPC6128)
Development team :
- Chris94 : specification, game programming, graphic design, level design and translation
- Kukulcan : game story, game scripting, game intro programming and level design.
- Ced : game story, game scripting and graphic design.
- Rayxamber : sounds and musics
- T&J/GPA : sounds and musics
- Maxit : translation
- MiguelSky : translation
:arrow: http://www.mame.gr/forum/viewtopic.php?p=37862#p37862

"The shadows of Sergoth" το 3D dungeon crawler (από Christophe PETIT /Kukulcan ) για Amstrad CPC 6128 α γίνει release αύριο 6 Μαίου.


Bonus 2 "making of" videακια


https://www.youtube.com/watch?v=eLAcKUUbpE0


https://www.youtube.com/watch?v=9GKfA20CSoI
if" Imitation is the sincerest flattery",
imagine emulating ....
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Nemo
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

Δημοσίευση από Nemo »

Nemo έγραψε:


https://www.youtube.com/watch?v=2XGGT5M76cM

EFMB C64 WIP video preview
Ace έγραψε:Δεν ξέρω αν έχει ξανά αναφερθεί -πιστεύω πως έχει, anyway- αλλά βλέποντας το EFMB (Endless Forms Most Beautiful), θυμήθηκα ότι τώρα τελευταία ψάχνοντας υλικό για τον ξεχασμένο SAM Coupe, έπεσα πάνω στα Lost Disks of SAM / Moby DX (SAM Revival Edition) *** ...



Εικόνα



...που διατίθενται και τα δύο ελεύθερα για κατέβασμα -μαζί με κανά δυο ακόμη- από το site των δημιουργών τους Andrew Gillen και Jaco van der Walt.

:good: :good: Ace !


Στo original EFMB (Endless Forms Most Beautiful) του David Hayes (ΖΧ Spectrum/2012)

με όνομα που btw παραπέμπει στον K.Δαρβίνο /Καταγωγή των ειδών.
There is grandeur in this view of life, with its several powers, having been originally breathed into a few forms or into one; and that, whilst this planet has gone cycling on according to the fixed law of gravity, from so simple a beginning endless forms most beautiful and most wonderful have been, and are being, evolved.

 Charles Darwin, On the Origin of Species
έχει γίνει σχετική αναφορά στο mame.gr

εκτός από το ομώνυμο remake του Locomalito

και στα "άλλα" conversions/remakes

LIZARD WILLY (MSX)

Moebius Goatlizard =Moebius Goatlizard DX (Amiga)


Υ.Γ. Αλλά για στάσου ,
οι δύο τύποι στην Blackjet που ανέπτυξαν το Moebius Goatlizard (Amiga)
δεν είναι οι ίδιοι πίσω από ταLost Disks of SAM / Moby DX (SAM Revival Edition) *** ???

:arrow: http://blackjet.co.uk/

Ace έγραψε:
...που διατίθενται και τα δύο ελεύθερα για κατέβασμα -μαζί με κανά δυο ακόμη- από το site των δημιουργών τους Andrew Gillen και Jaco van der Walt.


και από τα forum της blackjet.co.uk

:arrow: http://blackjet.boards.net/board/13/efmb-c64


και πάλι

:good: :good: Ace !
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=JVjvgczoRlg

"The shadows of Sergoth" ένα 3D dungeon crawler (από Christophe PETIT /Kukulcan ) για Amstrad CPC 6128 το οποίο θα γίνει release αύριο 6 Μαίου.

Direct D/load Link :arrow: http://www.cpc-power.com/TSOS_UK.zip

:arrow: http://www.cpc-power.com/index.php?page ... &num=14747
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=6Ji17FZafTM

Genius(C64) ένα homebrew 80 level single screen puzzler από τον Daniele Liverani που ήρθε μέσω -κάνει μπαμ από τα γραφικά/παλέτα- Apple II .

D/load :arrow: Genius(C64)

-"Genius: Into the Toy Warehouses (C64)" η enhanced version

Genius: Into the Toy Warehouses (Apple II)

Genius: Into the Toy Warehouses (Plus/4) enhanced version

αλλά και η συνέχεια - 2ο μέρος

-"Genius 2: Into the Toy Caves (C64)"

Genius 2: Into the Toy Caves (Apple II)

Genius 2: Into the Toy Caves (Plus/4)

Tα οποία και τα δύο παιχνίδια αντλούν την έμπνευσή τους από την ομώνυμη

Ροκ Όπερα "Genius" του πολυπράγμωνα Daniele Liverani .

Υ.Γ. Το γεγονός ότι η Ροκ Όπερα "Genius" από την οποία αντλούν την έμπνευσή τους αποτελείται από 3 μέρη σημαίνει ότι θα ακολουθήσει και 3ο παιχνίδι ,όπως ανέφερε ίδιος και σε συνέντευξη του.
το οποίο όπως και τα προηγούμενα θα κυκλοφορήσει σε C64 (όπως και Apple II και Plus/4)
if" Imitation is the sincerest flattery",
imagine emulating ....
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Re: Νεες κυκλοφοριες σε retro κoνσολες και computers

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Karnov έγραψε: Εικόνα

Ωραίο φαίνεται.. Xρησιμοποιεί περισσότερα χρώματα ή μου φαίνεται;
Nemo έγραψε:

-Tα tiles γραφικα του "Caren and the Tangled Tentacles" σχεδιαζονται σε
Pro Motion 6.5 της Cosmigo
Nemo έγραψε:
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

Εικόνα
A little insight into how backgrounds are constructed in Caren:

The graphics are made up of small building blocks. In the window titled "Tile Library" you can see a lot of small boxes that look like puzzle pieces at the end. In games such blocks are often called "tiles", in this case "chars" due to the type of graphics used here.

A maximum of 256 such pictograms are available, which can be used as often as desired. Well, with one caveat: with moving elements, each building block must only happen once. This applies, for example, to the door.
Από το Caren 2 (Dev)
if" Imitation is the sincerest flattery",
imagine emulating ....
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Time Pilot (Atari XL/XE,PAL/NTSC)

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https://www.youtube.com/watch?v=rxmhfTRr-PM
MAIN CODE
Solo (Jarosław Padula)
Laoo (Waldemar Pawlaszek)

ADDITIONAL CODE
Roland (Remigiusz Żukowski)

MUSIC, SFX
Miker (Michał Szpilowski)

GRAPHICS
Tiger (Robert Smoliński)

RMT player
Raster/C.P.U. (Radek Štěrba)
H 1.0 έκδοση *** του σχεδόν (*)ARCADE PERFECT port του Time Pilot για Atari XL/XE PAL/NTSC
-και με τα 5 levels + bonus THE SWARM game mode for Atari with Rapidus expansion.
-original arcade sprite sizes με όλα τα animation frames/Full parallax scrolling
-με ολοκαινούρια custom engine η οποία μπορεί να κάνει render μέχρι και 48 soft sprites χρησιμοποιεί queued processing και scallable για γρηγορότερα CPUs .

Direct D/load link :arrow: Time Pilot (Atari XL/XE ,PAL/NTSC)

- :arrow: Επίσημη σελίδα

- :arrow: https://github.com/laoo/TimePilot/releases

- :arrow: source code !!!!!
και το
-σχετικό :arrow: Αtariage forum thread


***
προηγήθηκε πριν ένα χρόνο έκδοση που πήρε την 1η θέση στην WAP-NIAK 2017 στην gamedev κατηγορία
What didnt make it:

(*)
Helicopter missiles - there were no free ram for additional animated soft sprite (the softsprites story). But the rest is there.
if" Imitation is the sincerest flattery",
imagine emulating ....
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