Re: Νεες κυκλοφοριες σε retro κoνσολες και computers
Δημοσιεύτηκε: 16 Ιουν 2018 04:30
Nemo έγραψε:Nemo έγραψε:
To MAME στα ελληνικά !
http://www.mame.gr/forum/
Nemo έγραψε:Nemo έγραψε:
Χρειάζεσαι γυαλιά;Nemo έγραψε: Παντως στον C64 δείχνει γραφικά ελαφρώς πιο άσχημο ? Vic20>CPlus/4>C64 ?
Nemo έγραψε:http://www.mame.gr/forum/viewtopic.php?p=33521#p33521Nemo έγραψε:
Απο την τελευταια μας αναφορα εχει κυλησει αρκετο νερο στο αυλακι και ο Developer gasega68k ολοκληρωθηκε το πρωτο επεισοδιο του port του Wolfenstein για το Megadrive με το mini boss και το ending sequence του και επεται συνεχεια ....This version already has the final boss of the episode, and the ending sequence and the music, so it's finally complete the first episode.
Also did some optimizations (though it's nothing compared to what will be seen in the next version).
Also fix a bug (I think it was mentioned by inu), where some objects disappear, this only happened in the levels where there are more than 300 objects (eg Level 2) for a mistake I made in a variable, this happened when you got near the end and then you were coming back near the beginning of the level.
In the next version I will implement all optimizations that had already thought of before..........
Το κατεβαζετε απο εδω http://www.mediafire.com/download/39dit ... f3d_b8.rar
https://www.youtube.com/watch?v=B_zfhrUP6BM
https://www.youtube.com/watch?v=0NqjQf-xr-g
O δημιουργος του Gasega68k επανερχεται με video απο τα Episode 2 και 3 του Wolfenstein 3D για Sega Genesis/MD
οπου προστιθενται νεα στοιχεια ,κυριως καινουριοι αντιπαλοι e.t.c
http://www.mediafire.com/file/4w7xtsa6a ... r.rar/fileHello everyone, I'm back!
It's been a little over a year since the last version I posted, but I wanted to post a new version of wolf3d.
Some of the changes are:
NTSC - PAL (50hz) compatible, this means that in PAL systems the game should run at the same speed.
Added the automap (finally ), also includes statistics of the game, such as "kills", "secrets", "treasures" and time. I'll let you find out how to access this screen, it's a bit hidden.
Removed all the "CRAM dots" artifacts (I think), especially during the fade-in, fade-out, although I have not tested this on real hardware, at least I have tested it with Blastem.
I have corrected a bug, where the content of the Sram is deleted, losing all the saved files. This happened when entering the "high-score" when you "save" the name, score and level. I do not know from which version this bug was present, but at least the last version had it.
I have also made some small optimizations graphics changes and minor code modifications.
Programming : Antonio Savona
Graphics, music and sfx: Saul Cross
Dizzy and the Mystical letter : Ένα νέο unnoficial Dizzy game Spectrum128Κ & TR-DOS από τον "Hippiman"Code and Design - "Hippiman"
Graphics - Part of the graphics was taken from an original Dizzy game /part of the graphics was drawn by "Hippiman"
Music - Gogin
Nemo έγραψε:To εγχείρημα της μεταφοράς του Eye of the Beholder στον C64(Easy Flash Cartridge) που είχα ξεκινήσει το 2006 ο Andreas LarssonNemo έγραψε:
https://www.youtube.com/watch?v=lJVLyih3osg
Eye of the Beholder , C64,
Code : Andreas Larsson
Graphics Conversion : Micke Backlund/Ilkka Sjöstedt
Intro Picture : Oliver Lindau
UI-Components : Lars Verhoff
Intro Music - Linus
Two months ago I rebooted my efforts on porting Eye of the Beholder I to the C64. This time with Easy Flash as target HW. It has good emulator support and is widespread on the real HW due to the success of the 1541U cartridge. I've come so far into the development now that I'm confident it will get finished.
https://csdb.dk/release/?id=38521 (Eye of the Beholder 2006 preview)
επανεκκινήθηκε και αυτή τη φορά φαίνεται αποφασισμένος να το ολοκληρώσει αυτός και η παρέα του.
//////////////////////
https://www.youtube.com/watch?v=yZuSxBN0zoE
////////////////////////////////A preview showing a play through levels 1 to 3 including special quests.
New features:
* Audio subsystem implemented. Audio quality will be improved later.
* 50% done with the spell casting.
* No known bugs left.
* New UI
........................
https://www.youtube.com/watch?v=dvWrimZUk40
------------------------------------------------------------------
Lot's of progress:
* AI implemented (but not connected to the RPG engine so monsters won't hurt you).
* Spells implemented.
* Refactored input system that is responsive even when there are alot of action on screen.
* Updated graphics here and there.
* Teleporters implemented.
* Many bug fixes.
This video shows a walkthrough level 1 - 3. On level 4 the engine halts due to a missing opcode (Create Monster script). You can also see two places where there is a log "Play encounter $xx". On level 1 this would have been the copy protection. On level 4 it's the encounter with an NPC who can join the party. These encounters will probably be implemented next.
Nemo έγραψε:
https://www.youtube.com/watch?v=X8URFKAN-Qg
"Bust a move" (C64) clone wip videακι
http://www.lemon64.com/forum/viewtopic. ... 9dc#832169Although I expect several weeks to completely finish the project.
I wanted to give some information what you can expect.
1st
Its a 100% replica of the puzzle bobble arcade version. in every aspect.
Because its a tribute to TAITO, Puzzle Bobble, and the C64,
the game will be freely available, without any commercial intend.
TAITO product will be respected as well as the Logo and trademark of TAITO
When the game is finished, I will release the source for other developers, to make clones, or other versions of it.
a lot will be exchangeable and I will try to document as much as possible.
The source will be accompanied with a tool to create 4/2/1 bit sample data, create sinus tables for the ball movement and other small items needed to change graphics etc.
The game, eye-candy and ear-candy:
The game will use high fidelity sfx's, and 4 bit samples
By playing sfx from patterns instead of regular sfx, we have obtained the best possible sfx for gaming.
If music is shut off, all 3 voices will be used for sfx, improving the sfx playback even more.
The game is bitmap based, and uses a lot of bitmap plotting routines.
This gives the advantage of using as much color as needed for the background and playfield.
Sprites are used for all small movements and extra animation overlay.
(not shown in the preview yet)
There will be a compettive part as, you can only use 9 coins to continue, not more. You cannot add coins while playing. Coins used will be registered and shown along the high scores
There will be a 2 player game avaiable as in the arcade.
All ball movements, joy/paddle reads are done 2x inside each frame, for each player. This ensures the best game interaction.
Furthermore,
It has a lot of graphical features.
Top/bottom border blanked out, filled with scores and round number.
Around 36 sprites on screen at any given moment, by multiplexing
Raster coloring
$3fff usage
Sprite/background combined animations.
So, still in progress, just a little more patience.
Exploding Fish(C64) των Megastyle ενα παλαιάς κοπής single screen collect/avoid them up arcade και 7η επιλογή στο σχετικό μενού στην cover disk τουExploding Fish / Megastyle
Programming, Graphics & Linking: Chris Stanley
Additional Graphics & Petscii: Roy Widding
Title & In-Game Music: Andrew Fisher
To CBM Asteroids ( Reset Edition) του Wegi ένα πολύ πιστό arcade conversion !!! 4η επιλογή στο σχετικό μενού στην cover disk τουCBM Asteroids – Reset Edition 2018 Wegi
Code: Wegi
Sound Effects: Owen
Graphics: Bimber
Music: Rabbi
CBM Asteroids is quite possibly the finest Asteroids
clone to be released on the C64. Guide your ship
with 360 degree movement through the asteroid
field, pressing up for thrust and down for warp.
Destroy all of the asteroids to progress to the next
level while avoiding contact. Shoot down any UFOs
that appear before they get you!
Thanks to Wegi for providing us with this fantastic
score chaser. We hope you enjoy it!