Search found 216 matches

by K^2
Tue Oct 24, 2006 7:11 pm
Forum: Open Discussion
Topic: New Super Mario Bros.
Replies: 10
Views: 15193

But that's the problem. You can't prove that they are factually inconsistent. They might not match with what you think are facts, but that doesn't necessaraly mean that there is any contradiction in another person's oppinion. Any logical argument has to be based on some set of axioms. There are some...
by K^2
Tue Oct 24, 2006 2:12 am
Forum: Open Discussion
Topic: New Super Mario Bros.
Replies: 10
Views: 15193

"I respect everyone's opinions, though you must admit they're wrong." Since an opinion is mainly a person's preference, albeit with many considerations made, they aren't absolutely right or wrong. But he does not argue against someone's oppinion. He argues that the game is bad, as a fact,...
by K^2
Tue Oct 24, 2006 1:52 am
Forum: Other Games
Topic: Superfrog 2
Replies: 29
Views: 46486

They might. PSP or DS port of SF would probably get receinved sufficiently well to make it worth publishing. However, worMatty still makes a good point. A remake of SF would be pretty much a port that people allready familiar with SF would play only out of nostalgia. Some people who have never playe...
by K^2
Sat Oct 21, 2006 2:33 am
Forum: Fan-Stuff
Topic: WMapEditor - new and improved
Replies: 11
Views: 27255

Bloopy wrote:I think that might actually have happened because of the second crash problem I described.
That would do it for sure. And bloody poxels indeed. Thanks.
by K^2
Fri Oct 20, 2006 7:15 pm
Forum: Fan-Stuff
Topic: WMapEditor - new and improved
Replies: 11
Views: 27255

I'm not sure why it would stop responding, but the Window message handling system sucks, so I'm not suprised. You probably notticed that you can't even close the window usint the X in the corner unless you move the window first. I'll try to see if I can find something. The working directory is set t...
by K^2
Wed Oct 18, 2006 4:08 am
Forum: Fan-Stuff
Topic: Superfrog Music!
Replies: 54
Views: 119050

Pretty much, the only specs that I'm missing are for the sound. The links you posted might be of use for that. I'll take a better look later. The main difference, if I recall correctly, is that NES only allows 4bit color, which means that all of the graphics will need to be carefully converted to ma...
by K^2
Tue Oct 17, 2006 10:37 pm
Forum: Fan-Stuff
Topic: Superfrog Music!
Replies: 54
Views: 119050

I could write code for DS just as easy, but how will you put it on the system? PSP is slightly more realistic. I could write a code that will run on hacked PSPs. Number of people who'd be able to run it would still be very limited. Realistically, the only way to make the game available to people is ...
by K^2
Tue Oct 17, 2006 3:26 pm
Forum: Fan-Stuff
Topic: Superfrog Music!
Replies: 54
Views: 119050

I don't think I even know how NES's sound synthesizer works yet. I'll need to read up on that. I know a little bit about it's graphics chip, and I've written my own emulator for a 6502 CPU, so I know that piece of hardware in detail.
by K^2
Mon Oct 16, 2006 11:23 pm
Forum: Worms Series
Topic: Worms HD
Replies: 9
Views: 17847

Squirminator2k wrote:I don't care. It's a Box. It's X'd. Therefore XBox, or X-Box. Xbox looks rubbish.
Seconded. I would also accept "XBrick", but that's just me.
by K^2
Mon Oct 16, 2006 11:22 pm
Forum: Fan-Stuff
Topic: Superfrog Music!
Replies: 54
Views: 119050

Because it would be fun?
by K^2
Mon Oct 16, 2006 10:24 pm
Forum: Fan-Stuff
Topic: Superfrog Music!
Replies: 54
Views: 119050

The problem is that I never got past the second level of the first world. It's hard to port something if you have never seen it. It's espetially true of all the enemy entities. I have no idea how they are supposed to behave.
by K^2
Mon Oct 16, 2006 9:45 pm
Forum: Fan-Stuff
Topic: Superfrog Music!
Replies: 54
Views: 119050

Tilesets are easily ripped from Amiga ADFs. Fancy giving it a go, K? Might. I have a DOS version of SF. Do you think the tile sets would be the same? The levels and tilesets in DOS version seem to be very straight forward, so these should be easy enough to port. I'm not so sure about the rest of it...
by K^2
Mon Oct 16, 2006 6:30 pm
Forum: Fan-Stuff
Topic: Superfrog Music!
Replies: 54
Views: 119050

It would actually be fun to make a port of SuperFrog for the NES. The instruction set for the NES' 6502 CPU is very simple, so it's a breeze to program. You just have to keep a list of function offsets handy.
by K^2
Mon Oct 16, 2006 1:48 pm
Forum: Fan-Stuff
Topic: Tower Assault for PSP remake attempt.
Replies: 8
Views: 18140

Are you going to make use of PSP's 3D capabilities, or just use sprites, like the original did?
by K^2
Mon Oct 16, 2006 2:45 am
Forum: Fan-Stuff
Topic: Worms Autogaming: a screen saver for Worms: Armageddon
Replies: 7
Views: 17806

If you have a no-CD crack for WA, it should run without the CD. But do you really want to start a conversation about cracking protection on WA?
by K^2
Sun Oct 15, 2006 8:18 pm
Forum: Fan-Stuff
Topic: WMapEditor - new and improved
Replies: 11
Views: 27255

The problem with Splinter Cell is more likely to be an issue with the Pixel Shader. It's a DirectX game, so no connection. Most games these days are.
by K^2
Sun Oct 15, 2006 7:43 pm
Forum: Worms Series
Topic: Editing W4M scripts : How to spawn a crate ?
Replies: 2
Views: 8827

I know there are some entities in the map files that can be used to point to various camera and spawn locations. I'm not sure if that's how crate spawns work, though.

Edit: If you know a map where the crate spawns at a certain location, I might be able to disect it.
by K^2
Sun Oct 15, 2006 5:31 pm
Forum: Fan-Stuff
Topic: WMapEditor - new and improved
Replies: 11
Views: 27255

That is odd. Perhaps, there is a problem with OpenGL on your system. Have you had similar problems with any games?

I might be able to create a port that runs under DirectX. I'll look into it.
by K^2
Sat Oct 14, 2006 9:32 pm
Forum: Fan-Stuff
Topic: WMapEditor - new and improved
Replies: 11
Views: 27255

WMapEditor - new and improved

I think I finaly got it to the point where it's actually possible to use the editor to create something more complex than a block with another block on it. The keyboard shortcuts are back, unfortunately, but most annoying of them have been replaced by mouse-driven operations, plus, there is a nifty ...
by K^2
Sat Oct 14, 2006 9:23 pm
Forum: Fan-Stuff
Topic: WMapEditor - the very eary version.
Replies: 28
Views: 49867

Can you compile it? I can simply send you the .cpp and .h files. It's a simple class. You use .load() member to load the list of maps in the scripts.xom, then .getName/.setName members to get/set various parameters, and finaly, .save() to put it back into scripts.xom. Plus, a couple of functions to ...