Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,515,384
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-02-24 09:15 PM
Guest: Register | Login

Main - Posts by jargon

Pages: 1 2 3 4 5 6 7 8 9 10

jargon
Posted on 03-25-08 04:24 AM, in The Zeed Project (rev. 4 of 03-25-08 04:51 AM) Link | Quote | ID: 80950


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 77/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by MathOnNapkins
Great, where's the source code?


I was pretty sure it was included with the binary.

Maybe I never bundled them. :| I thought I had though.

Sorry for the edit,

If they aren't bundled my backups might be corrupt. I started a fork called "Cataclysm", apparently when I forked the project, the Zeed "Build Two, Patch 2" and prior source codes got fouled somehow, due to an error on my part. I will try to get working source code back up as soon as possible, if it is missing that is.

Sorry for another edit, didn't see Rockman's reply at first:

Posted by Rockman
Pretty cool work there jargon. I'm sure some Final Fantasy fans would be interested in this.


Thanks, that means a lot to me.

When I forked Zeed into Cataclysm, I accidentally deleted the unmodified Zeed source codes somehow by overwriting the archives on accident. (Media Plague Dot Com v2.xx)

All Cataclysm was, was a mod of the artifically intelligent Terra-forming algorithm and CIT scripting interface portions, specifically for Zelda games.

Zeed didn't work very well with many Zelda quilted screen shots, and thus I made a fork called Cataclysm to experiment with.

Some time in late 2007, I ended up downloading the Cataclysm site on top of the Zeed back-ups by mistake.

Meaning I might only have back-ups of the Cataclysm source, not the Zeed source possibly. I will have to buy laptop HDD enclosure next month in order to data-recover the Zeed/Cataclysm source codes, as the only computer I own powerful enough to debug Zeed/Cataclysm, is out for the count.

So sorry, until I am able to get a laptop HDD enclosure and permission to develop using either my mom's or brother's desktop computer, it's a no go for data recovery.

Worst case scenario, I will either have to reverse engineer each release of Zeed and undo the changes in the Cataclysm version of each release, or else make a new version called Zeed "Build Three" until I can find another way to do so.

-edit-
(Fixing typos galore.)

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-25-08 06:48 AM, in C.H.A.S.M. : The Contextual Hybrid (Dis)Assembler (W.i.P.) Link | Quote | ID: 80959


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 78/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
I Decided to start over CHASM, there is too much overhead, and it will most likely kill itself on older systems. This time around I will use multiple static-upon-load dictionaries instead of a single one, this should cut down on the over-head quite a bit.

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-27-08 03:03 AM, in The Zeed Project (rev. 4 of 03-27-08 03:37 AM) Link | Quote | ID: 81036


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 79/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by NightKev
How convenient.

No, very inconvenient. Don't spam up my thread with sarcasm, thank you.

Posted by Kawa
Posted by troopa pride
Wait, so you can make a 2D map 3D?! ( )_____( )

Yes! And they're not even top-down maps! We're talking 2D maps that carry the illusion of height! Maps that hide objects behind things! Incredible, isn't it?


troopa pride:
Yes, as-is you feed it a screen shot that you script the regions of wall surface, and floor surface, along with cube altitude for floors, and then it uses the artificially intelligent Terra-forming algorithm to best-guess what the 3D level looks like, it does pretty well with the Castle Baron outdoors level from Final Fantasy IV Easy/Hard Type, however Zelda levels it does not perform so well.

Main issue with Zelda games is things like trees and dungeon walls or anything that has floor thickness zero.

Final Fantasy IV works fairly well for most levels. Mystic Quest works fairly well too.

You don't provide the algorithm a game dump, just quilted screen shots of levels.

In Zeed "Build Two, Patch 2", it is fairly more easy to select entire contiguous regions of similar tiles etcetera, and even assign properties to all the same imagery tiles in the quilted screen shot you feed the CIT program.

The CIT editor portion is very much like ms-paint on steroids.

Kawa:
Please stop reverse-trolling/spamming my thread.

-edit-
BTW, I just remembered that one of my plans for a future build was the ability to Terra-form a prerecorded zSNES movie into both a 3D model sequence as both an AVI file and some source database of some as-yet undecided format.

This means I would have to add sprite recognition, in order to better map out how multiple maps interconnect, etcetera.

-edit-
Here is illustrations of the default scripting and Castle Baron scripting for the Castle Baron quilted screen-shot as imported into the Zeed "TIT" Tile Integration Tool, for piping into the autonomous Zeed "CIT" Construct Integration Tool artificially intelligent Terra-forming algorithm:

Default settings: (click to enlarge)


Castle Baron settings: (click to enlarge)



____________________
NIHYFDTTMWTMR

jargon
Posted on 03-27-08 04:54 AM, in The Zeed Project (rev. 3 of 03-27-08 05:23 AM) Link | Quote | ID: 81040


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 80/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by interdpth
Uh, yeah, your Zeed programs crash on my computer. It's unorganized and confusing man
I hope this is purely beta.


Hopefully, I included a "readme.txt" of some sort that explained how to write a loader script as a windows short-cut.

Otherwise, sorry, you will have to reverse engineer the binaries using a hex editor to figure out the command line parameter formatting. :/

-edit-
The Cataclysm Project Homepage

This page includes a link to the "Cataclysm" forked copy of Zeed "Build Two, Patch 2" along with source code.

No guarantee it runs at all due to fore-mentioned issues.

-edit-
Sorry for the broken links!

Here:
Zeed Downloads
Or Here:
Cataclysm Downloads

Castle Baron in 3D:


____________________
NIHYFDTTMWTMR

jargon
Posted on 03-27-08 07:54 AM, in The Zeed Project (rev. 2 of 04-01-08 03:06 AM) Link | Quote | ID: 81054


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 81/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by interdpth
Why did you need so many excess files and folders?
And it appears to split the original image into smaller pieces or something, the idea seems cool, and you should code it to get screen capture
Hope it becomes fruitful!


Thank you for the good wishes, interdpth. It means a lot to me to get good feedback from people that take my work semi-seriously.

I intend to create a screen capture sub-module for my "Keal" SDK once I iron out the "PDT8" bundled patch glitches as I will explain, which additionally hinder the ability to generate real-time AVI's, GIF89a's, or even dump PNG's. Blitz has a command called "SaveImage" that saves video memory directly to a 24bit windows bitmap file, and that's all I've bothered to use thus far.

The splitting into unique tiles was the easiest part actually. All i had to do was create a database of pixel information and systematically reduce to a single set of unique pixel data. I have done this in many different ways since I started the "Zeed" project in 2007.

One method is to create a binary-split tree of entries in which you define each tile region as an entry, testing each time if the entry already has been created in the scripting dictionary. The scripting dictionary from Zeed has evolved into "Keal" SDK's "aa" sub-module, of which stands for associated array.

However, ever since the "PDT8" Windows Update, a memory map update was apparently bundled with it, of which broke Blitz Prototype, Basic, Plus, + 3D's ability to undefine memory that has already been allocated. In layman's terms this means Microsoft accidentally broke the ability for programs made using Blitz Research's "Blitz" line of BASIC game making tools, so that the games made using them can no longer remove objects in memory from RAM, including RAM used by both the "GPU" (video card's Graphics Processing Unit) and the "CPU." (main Central Processing Unit)

This means that I have had to experiment with over 8 different builds of the Associated Array ("aa" scripting dictionary) for Keal SDK, of which included variant combinations of the following:


1. Memory Banks Daisy-Chained By 32bit Handle
a. A Dynamic Arbitrarily Defined ASCII Hash
b. A Compacted Limited set of Alpha-Numeric Look-Ups
c. Full ASCII Hash-Table.
d. Raw Binary-Split.
2. Memory Map Linked By 32bit Index
a. Indexed Block-Based Dictionary.
b. Indexed Super-String Dictionary.
c. Multiplexed Video Memory.


By the time video-memory failed on me as well I realized my goose was cooked, that is unless Microsoft fixes the patch bundled with the "PDT8" Daylight Savings Time related patch in the as-yet finalized XP Service Pack 3, or else fixes it in the current XP-SP2 edition, the Scripting Dictionary method no longer works reliably and is *very* difficult to debug.

There are alternative methods though:


1. Create an array of tile entries,
then cycle through every tile in the sheet and
add new String entries of the pixel data by looping
through the existing table in the array using one of
two methods:

a. "Hi-Lo" game using bubble sort with strings of the pixel data.

b. Cycling front-to-back through all entries until a match is made.

2. Create an array of tiles entries as tile row, column, and index.

a. reduce by cloning portions of the image and
applying boolean logic such as CMP (equality) for each
ARGB in video memory in order to assign the index of an
entry to a prior encountered duplicate then undefine the duplicate
tile from video memory.

b. reduce by cycling through video memory by scanning the raw
source image directly as in '2.a', without cloning imagery.


After that you dump the result to either individual image files or a sheet.

If you are interested in my methods of reducing tiles, including keeping track of four-way-mirror redundancy, then I suggest you follow this thread chronicling my Reverse Engineer of Seiken Densetsu II (Secret of Mana) here.

I have used other methods as well, but I have implemented so many methods that I have come up with that I do not even recall them all.

Cheers, TRK

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-27-08 08:20 AM, in I need some help from you hackers :) (rev. 2 of 03-27-08 08:22 AM) Link | Quote | ID: 81055


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 82/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Download the C.H.A.S.M project. it has a list of all the op-codes, however keep in mind those are 6502 op-codes, the binary for opcodes may be slightly different for NES/Famicom, since the chip it uses is based on the 6502 and isn't an actual 6502 due to Nintendo not wanting for fork over royalties for the patented "DEC" portion of the 6502 processor op-code set.

The C.H.A.S.M project includes two files listing all officially documented 6502 op-codes, one file sorted by Assembly Language Mnemonic, the other by Hexadecimal Binary of the specific opcode.

Remember copy the sorted-by-Mnemonic file under the name of the CPU the NES/Famicom actually uses, and only edit the list sorted by Mnemonic if you intend to create a new definitions file for CHASM, then clone the file using:

(in Windows XP)

1. START button
2. run..
3. "cmd"
4. cd "C:\folder\path\of\CHASM\"
5. sort "Sorted-by-Mnemonic Filename.txt" > "Sorted-by-OpCode Filename.txt"
6. exit


Make sure you change directory ("cd" command) to the actual chasm folder, and be careful, as the "sort" command will overwrite any already existing files!

The ">" simply pipes the output of the command to a blank file or overwrites an existing one.

Using ">>" instead of ">" simply adds to an existing file or creates a new file if it doesn't already exist.

-edit-
I forgot to mention, C.H.A.S.M is non-functional in this first release, it simply animates the Op-Code set definitions as they are being loaded.


____________________
NIHYFDTTMWTMR

jargon
Posted on 03-27-08 08:38 AM, in I need some help from you hackers :) Link | Quote | ID: 81060


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 83/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Best of luck on your project, mickevincent.

Posted by roxahris
Posted by jargon
dur dur durrr
Last time I checked CHASM didn't do SHIT. And I mean that metaphorically.


You know better, roxahris, than to spam-up someone else's thread with comments on a 3rd party project, the comments for which being not even related to the motive of reason for the linking of said project. And roxahris, you seem to have mastered the art of spamming-up other people's threads.

I only told him to download C.H.A.S.M in order to fetch a nicely sorted list of 6502 op-codes, mnemonics, assembler syntax, and their associated scope effect. C.H.A.S.M. thread ..All running C.H.A.S.M. does is display the loading process of the included 6502 op-set definitions as a demo for the work-in-progress.

I haven't worked on CHASM in over a month due to "Keal" SDK being goofy after Blitz was fouled up by the bundled "PDT8" Pacific Daylight-Savings Time patch in Windows Update for XP, so pardon me if I haven't gotten it to the point I am happy with it so that I may start working on the actual compiler portion.

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 05:10 AM, in The Zeed Project (rev. 2 of 03-28-08 05:11 AM) Link | Quote | ID: 81090


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 84/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by interdpth
It should be much more of just a simple pixel compare to get matches
Just need to get the tile then create 3 separate buffers to create the possible mirroring then search for those =p
And for the current window, just catch the print screen key message


With four-way-mirroring, I suppose it would be faster to hash each mirror after I already have tested for exact matches, however this Zeed project never needed to handle 4-way-mirroring. But i will take your suggestion to heart for when I begin working on Zeed again.

-edit-
BTW, in some versions I think pressing space-bar overwrites the screen shot file.

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 12:16 PM, in a #conspiracy comic (rev. 5 of 03-28-08 12:46 PM) Link | Quote | ID: 81102


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 85/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by Ailure
Posted by Tatrion
I would think in ANY comic based off an IRC channel, you would have to be there to get the full appreciation of it.
Aka it's being bit of inside jokes.

Usually, you don't only need to be there... but also at the right moments.


Supposedly, the next comic will have me in it, and I will be based off this image supposedly:
And, for all I know, I may end up looking something like this:



____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 12:51 PM, in I need some help from you hackers :) Link | Quote | ID: 81108


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 86/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by mickevincent
jargon -
i have no idea what that is you are talking about.. i guess iam to new to this kind of hacking, i dont know anything about programming, i just use mega fle x to make the level changes.
roxahris -
thank you, glad to hear!
thanx to all other comments


mickevincent, nm then.

Direct hand-editing of the machine code is advanced stuff only for making games do stuff completely different than how they normally behave.

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 01:00 PM, in "Mickey Mouse USA" Diddy Kong Racing rip-off in McDonalds (rev. 4 of 03-28-08 01:18 PM) Link | Quote | ID: 81109


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 87/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Yesterday or so, i saw a "McCabinet" in the play area at McDonalds with the title screen "Mickey Mouse USA" that was a blatant rip-off of "Diddy Kong Racing".

Even the level in DKR where you are on the beach, the only major change was the ship was removed from the level!

This is crazy.

Only other changes were character, item, and vehicle models.

This was at the McDonalds at the corner of the Arizona Loop-101 and Frank Lloyd Wright Boulevard (aka Bell Road) in case you are a local and like snooping around arcade cabinets.

Google Satellite View

Just be warned, if they see you playing for more than 3 to 5 minutes and you look over age 14 or 15, they will remotely reset the cabinet over and over to make you go away, in case you might be a pedophile.

Theoretically, I only recall experiencing this once though, if resetting the McCabinet over and over doesn't make you leave, they display on the McCabinet's screen, the video input from the camera in the cabinet.


____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 01:25 PM, in "Mickey Mouse USA" Diddy Kong Racing rip-off in McDonalds (rev. 2 of 03-28-08 01:30 PM) Link | Quote | ID: 81111


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 88/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by Ailure
Congratulations, you found this game by Rareware.


Yep that's the game. They didn't put much effort into the mod, imo.



____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 01:36 PM, in DJBouche.net Link | Quote | ID: 81113


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 89/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
You kinda didn't mention it is port 6666. Atleast, I didn't see that you did.

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 01:42 PM, in I appeared on television. (rev. 2 of 03-28-08 01:44 PM) Link | Quote | ID: 81114


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 90/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
I will have to rip my TV commercial from VHS and post it on YouTube.

I was in a local VCR repair commercial with my mom.

"Carl's VCR Repair" I think.

The women that said she would do the commercial chickened out, so Carl called my mom, and she brought me with her and they shot the commercial.

We had free VCR repair ever since until people stopped selling them.

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 01:50 PM, in girls/cups question Link | Quote | ID: 81115


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 91/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
I've studied like every girls/cups video there is.

They shove their finger down their throat and puke on each other.

How the hell do they even have a gag reflex if they EAT SHIT???

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 03:50 PM, in "Mickey Mouse USA" Diddy Kong Racing rip-off in McDonalds (rev. 3 of 03-28-08 03:59 PM) Link | Quote | ID: 81122


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 92/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by Traffic Light
I've played this game and recall that the physics and tracks are very different from those of Diddy Kong Racing. It's basically like saying that Diddy Kong Racing is a Mario Kart rip off.


The rendering done by the engine is virtually identical. I didn't actually stand there and play the game, I damn well know enough that it is in-fact the same engine used in Diddy Kong Racing, despite physics adjustments. For example, in this game the carts are slow as hell.

Also I damn well know the starting title screen demo track is nearly identical to the one beach track in Diddy Kong Racing, minus changes where you drive into the pirate ship, and adjustments in track overall length.

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 04:03 PM, in Flipping back and forth after grabbing the wand in SMB3 Link | Quote | ID: 81123


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 93/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
I think you have to already be holding down the 'run' button when you beat the koopaling and grab the wand in order to be able to do it and keep it held down while falling from the sky. That is all I remember, sorry.

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 04:26 PM, in A very good game that never got the attention it deserved... Link | Quote | ID: 81124


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 94/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
Posted by Ailure
I guess it was more popular on the home computers of the eighties than on a early 90's console. I figure it's more known under it's name "Bombuzal" as well...


This game sounds very similar to how my Realm of Existence II/IV (QBX) engine works.
Maybe next month I will release a mod for DOS mode of 95/98/XP that allows play using Bombuzal/Ka-Blooey style levels along with a level editor. It will be another few months if I do release the mod for isometric mode though.

In addition, the release may end up delayed if I ever get the QBX (Quick Basic 4.5 / Professional Development System 7.1) version working with full (VESA)/(S)VGA using "Future Library 3.5", or otherwise port it flawlessly to Blitz Basic 3D 1.99 using a non-issue riddled "Keal" SDK.

Modding Realm of Existence II to handle Ka-Blooey levels is no sweat. However, RoE II (Qbasic1.1) does not compile, while RoE IV (QBX), which does compile, is on the abyss of running out of string space upon every slightest tweak.

Either I will finish the conversion of RoE IV (QBX) to VESA/SVGA using Future.Library 3.5 first, or create a port called RoE IV (BB3D) first. If I complete a working port first, making a Bombuzal/Ka-Blooey set of level scripts and data will be easy pie assuming "Keal" SDK works proper. If "Keal" SDK fails to work proper I will have to pull a hat-trick and dust off "TScript" from my original Blitz Basic project "Teliros" and get that operational in order for use. Also my RPN-Calc demo, should come in handy for making TScript much speedier if it comes to that.


____________________
NIHYFDTTMWTMR

jargon
Posted on 03-28-08 05:15 PM, in "Bombuzal/Ka-Blooey" Realm of Existence IV mod (rev. 2 of 03-28-08 05:19 PM) Link | Quote | ID: 81127


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 95/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
I Decided to create a second RoE thread. This one is for the Bombuzal/Ka-Blooey mod of Realm of Existence IV i am planning.

Original inspiration for the mod here:
board2 > Main > Gaming > Bombuzal/Ka-Blooey

As many of know know, and many of you do not, Realm of Existence II was a game I made in 1995-1996 for MS-DOS using Qbasic1.1.

Later in 1997, and even later in 2004, I created a new version of RoE II (Qbasic1.1) called RoE IV (QBX), QBX being two different compiler versions of Quick Basic, the former being Quick Basic 4.5, and the latter being Professional Development Set 7.1/7.2. Obviously 7.2 was only released as a beta Integrated Development Environment / BASIC Compiler by Microsoft, and after roughly 1999, I could no longer find it on the internet, my installer copies of PDS7.2, both the Zip100 disk and HDD back-ups, having failed on me.

Anyways to cut to the chase,
Realm of Existence I (Qbasic1.1) was 640x200 16color EGA with 4 Video RAM Pages and HDD/Swap, but annihilated itself, and the back-ups that do exist are not the final build from before HDD failure. Realm of Existence II (Qbasic1.1) is 320x200 16color EGA with 8 Video RAM Pages. Both versions were run by the Qbasic 1.1 interpreter (uncompiled mode only). Realm of Existence IV (QBX) was a combination of a 256color 320x200 1 Video RAM Page VGA splash screen with 320x200 16color EGA with 8 Video RAM Pages that was compilable under both Quick BASIC 4.5 and Professional Development System 7.1/7.2.

The changes over the years between 1997 and 2004 was that a single Dev Pack was created and Service Packs A-1, A-2, B-1, B-2, C-1, and C-2 were created. However, in late 2004, the netplay Dev Pack 2 with Service Pack C-3 never got off the ground.

This is why I plan on simultaneously working on a 16bit MS-DOS binary of Roe IV (QBX/Xbasic) and a 32bit Windows binary using Blitz Basic 3D 1.99 simultaneously. In this manner I can iron the kinks out of the original while porting to a 32bit Windows run-time binary format.

Now how does this relate to Bombuzal/Ka-Blooey might you now ask, or have already wondered..

I fully intend to update RoE IV (QBX) and the newer RoE IV (BB3D) so that there are level and script select screens along with an editor!!! This means it will be easy to create a "Bombuzal/Ka-Blooey" mod for RoE IV, in addtion to the original Puzzlum style scripts/art/levels.

Yes, Realm of Existence IV (QBX) will remain open-source, however I cannot say the same for Realm of Existence IV (BB3D) until I have secured a stable series of builds!

You are probably wondering about Realm of Existence III now. Realm of Existence III (QBX) was a total failure of a project. End of story. Refer to The "Zeed/Cataclysm" Project in regards to where that algorithmic technology ended up.

This thread is now open to suggestions and questions as to how to implement the same style of play as found in Bombuzal/Ka-Blooey.

Thank you.

Cheers, TRK

____________________
NIHYFDTTMWTMR

jargon
Posted on 03-31-08 07:29 AM, in "Mickey Mouse USA" Diddy Kong Racing rip-off in McDonalds Link | Quote | ID: 81241


Ninji
Banned until 2010-10-15 for an utterly psychedelic posting style
Level: 36

Posts: 96/247
EXP: 300402
Next: 7708

Since: 12-10-07
From: 480/85260

Last post: 4955 days
Last view: 4613 days
This is what goes through my mind every time i go to McDonald's:
YouTube :: McRoll'd

Yes, this is the same music from the "Crazy Stick Fight" or whatever cartoons on NewGrounds.com.

They always act like I am going to rob them.

It is probably because I look like this when I enter:

what i see:


what they see:






____________________
NIHYFDTTMWTMR
Pages: 1 2 3 4 5 6 7 8 9 10


Main - Posts by jargon

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.237 seconds. (341KB of memory used)
MySQL - queries: 136, rows: 168/168, time: 0.225 seconds.