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Messages - KrazyK

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1
Projects / Re: Automation 240
« on: May 10, 2013 »
Thanks for testing ttemper.
Since it took so long to rip and convert the world animation data I thought I would share it here with DBF.  A lot of cutting and pasting and coding was involved to create a single animation strip but it was worth it to see it moving nicely.
There are 256 frames at 64 x 64 pixels
Enjoy  ;)


2
Projects / Automation 240
« on: May 09, 2013 »
Another Automation remake here.  This one took a lot of time and effort ripping the font and animation gfx and re-assembling them bit by bit.  I also ripped out the sine dist table from the original just to make it that little bit more accurate..


3
Projects / D-BUG 136A
« on: May 07, 2013 »
It's that time again - another D-BUG remake. This time 136A and it's a bit of an headache inducer with the moving typing routine and the parallax backgrounds - so close your eyes if this is you !
It's also the first remake i've managed to get under  100K.  :updance:

4
Purebasic / Re: 2D Torus knot drawing
« on: April 07, 2013 »
Please, someone convert relsoft's code to PB.  I'd love to try it out ! :-[

5
Projects / Automation 430 remake
« on: April 03, 2013 »
Hot off the press is another ST remake from Automation.  I did this remake as I liked the sample at the start along with the nice ENS music.
@Dr Death.  Have any of my remakes worked for you on RR or is it just recent ones as I started using a call to the Aero function?  I'm determined one way or another to find out why it's fooked on your laptop mate !  ;)

6
Projects / Re: Cynix Remake
« on: April 03, 2013 »
Much faster now mate and works in fullscreen too.  Always loved that digidrum tune.  Sweet.  :clap:

7
Purebasic / 2D Torus knot drawing
« on: April 03, 2013 »
Here's a snippet of code that I used in my D-Bug 178 remake for drawing the torus shapes.
If someone can adapt this to produce a 3D torus knot then please show me as it's been driving me nuts!

Code: [Select]
;- Simple 2D Torus drawing routine
;-Play around with the values below and try your own design - do your own boundary checking!

P.f=8
Q.f=3

values=256*2 ;-number of points in the torus
t.f=0
stp.f=(#PI*2)/values

scrw=640
scrh=480

InitSprite()
OpenWindow(1,0,0,scrw,scrh,"",#PB_Window_ScreenCentered|#PB_Window_WindowCentered)
OpenWindowedScreen(WindowID(1),0,0,scrw,scrh,0,0,0)

Repeat
t.f+stp
R.f=0.7*(2+Sin(P*t))

xpos=R*(Cos(Q*t)*80)
ypos=R*(Cos(P*t))
zpos=R*Sin(Q*t)*80

StartDrawing(ScreenOutput())
Box(xpos+300,ypos+250+zpos,1,1,RGB(229,194,4))
StopDrawing()
FlipBuffers()

If t>#PI*2:ClearScreen(0):t=0:EndIf
Until GetAsyncKeyState_(#VK_ESCAPE)





8
Projects / Re: Cynix Remake
« on: April 03, 2013 »
The animation's a bit slow on my work Win7 pc but will test it on my home pc later.

9
Projects / Re: D-Bug 88A Remake
« on: April 01, 2013 »
That crashes as it grabs a tiny 320x64 image which it really shouldn't do so i'm beat as to why your GTX580 should crash and  others work fine.  The Geforce forums are awash with errors about this card though, crashing and driver issues.
Sorry I can't be of any further help Dr Death.    :-\  I've got a couple more remakes to post too !
 https://forums.geforce.com/default/topic/524222/geforce-500-400-series/

10
Projects / Re: D-Bug 88A Remake
« on: March 30, 2013 »
Curious indeed.  I'm surprised it crashed at that point and I have a sneaky feeling it's a video driver issue as this point creates sprites with the #PB_SPRITE_TEXTURE flag. But here's a more detailed debug version for you to try to narrow it even further.  Thanks for playing along here.    :cheers:

11
Projects / Re: D-Bug 88A Remake
« on: March 30, 2013 »
@Dr Death.  Here's a special build just for you that logs what's happening to %temp%\D-Bug88Alog.txt, so when it crashes I should be able to determine what's screwing up on your laptop. 

12
Projects / D-Bug 88A Remake
« on: March 28, 2013 »
Here's another Atari ST remake from D-Bug. I've had this one kicking around unfinished for a while now and had a bit of time in the past week to sort it out.  Hopefully the odd crashes on some machine are fixed as it may have been a call to the osm dll causing the issue. If not then i'm stumped.  I've played about with unpacking the dll before compiling the exe now and moved it around in memory when initializing it and had no crashess yet  (on 4 test Win7x86/x64 machines) so here's hoping.....

13
Projects / Re: remakes
« on: March 15, 2013 »
Thanks guys, it make the effort all worthwhile  :cheers: .  The crashes that some are having may be down to the way the OSM engine dll is called from within the exe.  I found that it sometimes requires a short delay and movement of memory to avoid this crash.  I'm testing this atm and will post my findings....I will of course require some guinea pigs to test this on  ;)
In the meantime i've got another remake in progress......another one from The Lost Boys...

14
Projects / Re: remakes
« on: March 07, 2013 »
@Dr.Death  Try this attached one, i've added errorline checking to see where it crashes for you.  I have a feeling it my be a call to the osme library.

15
Projects / Re: remakes
« on: March 06, 2013 »
Here's another remake.  The 'Transbeauce Demo' by The Bushwhackers from 1990.
Complete with original spelling mistakes and the sprite glitch where the middle spinning sprite is off by a few pixels every revolution.
 ;)

16
Projects / Re: remakes
« on: February 27, 2013 »
Strange indeed as there's nothing different to every other remake i've done.  I've tried it on 2 different win7x64 pcs at work and both run fine too  ??? .  When do they crash? Can you run any from from retroremakes? 

17
Projects / Re: remakes
« on: February 25, 2013 »
Might be the upx scrambler as someone else had the same problem a while ago.  I've repacked them again without the scambler...

18
Projects / remakes
« on: February 25, 2013 »
Got a couple more Atari ST remakes i've finally got around to finishing (hmmm) recently, hope they work ok on your machines.  I've tested them on xp,win7,win8 on Nvidia and Intel cards and run fine so far.

19
Projects / Re: d-BUG 178
« on: December 24, 2012 »
Thanks ttemper.  I'm busy working on a PB userlibrary for creating the spline paths now that i've got it working nicely.  At the moment it outputs the X & Y co-ordinates to a buffer.  You can then ready the buffer or save the buffer to a file for use later.
I'll post it for testing when it's ready.

Merry Xmas to all  :xmas:

20
Projects / Re: d-BUG 178
« on: December 21, 2012 »
Back again - these things are never actually ever 'finished' - until of course you accidentally format the wrong hard drive (yes, I'm guilty of that too!)
So, after getting in touch with the original coder of the menu he turns around and gives me the original ST 68000 code, which is very well commented, and after studying it I've changed few things.  Like the ship path from bezier curves into a hermite (cubic) spline path, which now looks far better and far smoother.
Also, you now get random flight paths whenever the menu starts.  I also noticed that there was a screenwipe after the bootsector (hardly visible) and have also added the way the main logo 'grows' from nothing to the split version.  Also changed the Torus code so it's now generated randomly realtime.  Phew !
Anyway ggn, the original coder from D-Bug thinks it's pretty damn accurate so that's good enough for me.  Judge for yourselves - again!  :cheers:

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