digitalmars.D.announce - =?UTF-8?Q?remake_of_remake_of_Konami=27s_Knightmare?=
- ketmar (23/23) Nov 23 2017 recently i worked on remake of DOS remake of Konami's Knightmare game[0]...
- =?UTF-8?Q?Martin_Dra=c5=a1ar?= (5/36) Nov 23 2017 Neat! Instead of working, I was spamming shift like crazy...
- ketmar (5/8) Nov 23 2017 fully manual work. ah, except some simple regexps to replace "=" to "=="...
- bauss (2/8) Nov 23 2017 This is pretty neat, good job!
- ketmar (2/10) Nov 23 2017 thank you!
- ketmar (2/2) Nov 24 2017 latest binary. some fixes, nicer title screen, alt now shoots too...
- ketmar (2/2) Nov 24 2017 quickfix. forgot to properly set requested OpenGL version.
- Nick Sabalausky (Abscissa) (4/7) Nov 27 2017 Very cool! Works under wine for me. Not a game I was familiar with, so
- ketmar (16/16) Dec 11 2017 major update: entity logic is completely driven by external scripts now!...
- Taylor Hillegeist (3/8) Dec 14 2017 I hope you didn't write that all in one sitting, I thought it was
- ketmar (5/12) Dec 14 2017 i am not even finished! actually, here[0] is the main repository for MES...
- Murilo (4/9) Sep 27 2019 Hi, I would like to see your source code please because I am
recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1]. as usual, you'll need my IV modules[2], and Adam's ARSD modules[3]. the code won't work on 64-bit arches, tho (due to some bugs in sdpy/iv). but it can be compiled for 32-bit GNU/Linux, and 32-bit windows. here is windows binary for those who cannot (or don't want to) build the binary[4]. WARNING! the code is a partial port of old DOS turbo pascal sources, so it is *very* far from something even remotely sane. it is not polished yet, but that should not stop you! play this excellent classic shooter while it is hot! ;-) some tech info: arsd.simpledisplay is used for video (with OpenGL backend), arsd.simplesound for audio (with my AY-8910 emulator), iv.vfs for VFS support. as the game designed for 20 FPS, i didn't bother avoiding GC (that is, the engine allocates like crazy). enjoy, and happy hacking! [0] https://en.wikipedia.org/wiki/Knightmare_(1986_video_game) [1] http://repo.or.cz/knightmare.git [2] http://repo.or.cz/iv.d.git [3] https://github.com/adamdruppe/arsd [4] http://files.catbox.moe/z19j91.7z
Nov 23 2017
Dne 23.11.2017 v 13:18 ketmar via Digitalmars-d-announce napsal(a):recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1]. as usual, you'll need my IV modules[2], and Adam's ARSD modules[3]. the code won't work on 64-bit arches, tho (due to some bugs in sdpy/iv). but it can be compiled for 32-bit GNU/Linux, and 32-bit windows. here is windows binary for those who cannot (or don't want to) build the binary[4]. WARNING! the code is a partial port of old DOS turbo pascal sources, so it is *very* far from something even remotely sane. it is not polished yet, but that should not stop you! play this excellent classic shooter while it is hot! ;-) some tech info: arsd.simpledisplay is used for video (with OpenGL backend), arsd.simplesound for audio (with my AY-8910 emulator), iv.vfs for VFS support. as the game designed for 20 FPS, i didn't bother avoiding GC (that is, the engine allocates like crazy). enjoy, and happy hacking! [0] https://en.wikipedia.org/wiki/Knightmare_(1986_video_game) [1] http://repo.or.cz/knightmare.git [2] http://repo.or.cz/iv.d.git [3] https://github.com/adamdruppe/arsd [4] http://files.catbox.moe/z19j91.7zNeat! Instead of working, I was spamming shift like crazy... Now, when you say a partial port, did you make some automated translation or it is just a manual labor with lotta love? Martin
Nov 23 2017
Martin DraĊĦar wrote:Neat! Instead of working, I was spamming shift like crazy...glad that you liked it! this little thingy is very addictive. ;-)Now, when you say a partial port, did you make some automated translation or it is just a manual labor with lotta love?fully manual work. ah, except some simple regexps to replace "=" to "==", ":=" to "=" and such. i ported all monster and movement logic, and wrote new video, audio and game state management subsystems from scratch.
Nov 23 2017
On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1]. [...]This is pretty neat, good job!
Nov 23 2017
bauss wrote:On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:thank you!recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1]. [...]This is pretty neat, good job!
Nov 23 2017
latest binary. some fixes, nicer title screen, alt now shoots too... http://files.catbox.moe/k7xxn0.7z
Nov 24 2017
quickfix. forgot to properly set requested OpenGL version. http://files.catbox.moe/lx02hz.7z
Nov 24 2017
On 11/24/2017 08:28 PM, ketmar wrote:quickfix. forgot to properly set requested OpenGL version. http://files.catbox.moe/lx02hz.7zVery cool! Works under wine for me. Not a game I was familiar with, so it's cool learning hands-on about more of Konami's back catalog from one of the best gaming eras.
Nov 27 2017
Nick Sabalausky (Abscissa) wrote:On 11/24/2017 08:28 PM, ketmar wrote:thank you! then you prolly can try this remake too: http://www2.braingames.getput.com/mog/default.asp this is Knightmare 2: a very different style, but great still great game. p.s.: the same codebase is working with GNU/Linux too. just rdmd it, with the proper -I settings. tnx to iv.vfs and arsd.sdpy, the code itself doesn't care about underlying OS. ;-)quickfix. forgot to properly set requested OpenGL version. http://files.catbox.moe/lx02hz.7zVery cool! Works under wine for me. Not a game I was familiar with, so it's cool learning hands-on about more of Konami's back catalog from one of the best gaming eras.
Nov 28 2017
On Tuesday, 28 November 2017 at 07:47:14 UTC, Nick Sabalausky (Abscissa) wrote:On 11/24/2017 08:28 PM, ketmar wrote:chrome starts the download and then prevents it. would it be because if 7z?quickfix. forgot to properly set requested OpenGL version. http://files.catbox.moe/lx02hz.7zVery cool! Works under wine for me. Not a game I was familiar with, so it's cool learning hands-on about more of Konami's back catalog from one of the best gaming eras.
Nov 28 2017
Mengu wrote:On Tuesday, 28 November 2017 at 07:47:14 UTC, Nick Sabalausky (Abscissa) wrote:this. or, maybe, "catbox.moe" is "bad site" in some chrome filter. sorry, i don't know.On 11/24/2017 08:28 PM, ketmar wrote:chrome starts the download and then prevents it. would it be because if 7z?quickfix. forgot to properly set requested OpenGL version. http://files.catbox.moe/lx02hz.7zVery cool! Works under wine for me. Not a game I was familiar with, so it's cool learning hands-on about more of Konami's back catalog from one of the best gaming eras.
Nov 28 2017
major update: entity logic is completely driven by external scripts now! ;-) most of "monsters.d" code moved to MES scripts. also, entity (actor in the terms of the engine) management was completely rewritten, so it mostly doesn't allocate in game loop. "what is MES?", one may ask. ok, MES is a scripting engine, writen specifically for scripting simple games. it has only one object type (Actor), but it is statically typed, supports UFCS and function pointers (and some syntactic sugar), so it may look like procedural or OOP language (at your choice). it is compiled to virtual machine code (3-operand instructions). compiler doesn't use AST, but does one extra pass over a source to collect functions/globals/fields definitions, so there is no need to write any forward declarations. so why i did it, and why it is better than old D code? the answer is very simple: because i can! ;-) you're welcome to study MES compiler implementation if you like. it is contained in one file (mesengine.d), and is not that hard to follow.
Dec 11 2017
On Monday, 11 December 2017 at 19:34:56 UTC, ketmar wrote:major update: entity logic is completely driven by external ... you're welcome to study MES compiler implementation if you like. it is contained in one file (mesengine.d), and is not that hard to follow.I hope you didn't write that all in one sitting, I thought it was going to be a bit shorter.
Dec 14 2017
Taylor Hillegeist wrote:On Monday, 11 December 2017 at 19:34:56 UTC, ketmar wrote:i am not even finished! actually, here[0] is the main repository for MES developement. you can track my progress there, starting from the very first commit. it doesn't meant to be public, tho, hence it is marked "OBSOLETE". [0] http://repo.or.cz/mes.d.gitmajor update: entity logic is completely driven by external ... you're welcome to study MES compiler implementation if you like. it is contained in one file (mesengine.d), and is not that hard to follow.I hope you didn't write that all in one sitting, I thought it was going to be a bit shorter.
Dec 14 2017
On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1].Hi, I would like to see your source code please because I am making a game myself and I need to learn how to do it, I figured I could read your code and learn from it.
Sep 27 2019
On Saturday, 28 September 2019 at 02:59:20 UTC, Murilo wrote:On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:The post you quoted links to the git repo. You can clone it with "git clone http://repo.or.cz/knightmare.git", or view the code online at https://repo.or.cz/knightmare.git/tree (includes a link to download the tarball).recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1].Hi, I would like to see your source code please because I am making a game myself and I need to learn how to do it, I figured I could read your code and learn from it.
Sep 27 2019
The post you quoted links to the git repo. You can clone it with "git clone http://repo.or.cz/knightmare.git", or view the code online at https://repo.or.cz/knightmare.git/tree (includes a link to download the tarball).Thanks. I see it now.
Sep 28 2019