Search found 66 matches

by kvee
Mon May 30, 2016 14:09
Forum: Release Forum
Topic: Commander Keen 4 & 5 - Composite CGA Editions (by VileR)
Replies: 24
Views: 34668

VileR wrote:Hey, you're the IMFPLAY guy... small world! :D
Yup, that's me! And I'm pretty sure I've seen this video before!

(Great job on 8088MPH, and I've gotta read your blog, looks like very interesting read!)
by kvee
Sun May 29, 2016 11:42
Forum: Release Forum
Topic: Commander Keen 4 & 5 - Composite CGA Editions (by VileR)
Replies: 24
Views: 34668

VileR wrote:256-color VGA version
A thousand times yes!
by kvee
Sun May 29, 2016 11:38
Forum: The Classics
Topic: The Incredible Machine (TIM) 1992 music format
Replies: 23
Views: 28142

That's AdLib. I actually know Zedek (who uploaded the video) and he is a FM soundchip enthusiast, so that makes sense.

Also if the game supports standard MIDI output, it might be possible to capture it with some MIDI + DOSBox magic!
by kvee
Fri May 27, 2016 21:46
Forum: Release Forum
Topic: Keen Game Engine (for lack of a better name): VGA Keen DEMO
Replies: 63
Views: 42603

You could always try doing it the async way: don't have a tightly timed loop, instead whenever you call some subroutine that would handle IMF playback, just look at how much time has passed and process all IMF events up to that time. I have no idea how well that would work, but it might be way bette...
by kvee
Fri May 27, 2016 13:51
Forum: Release Forum
Topic: Keen Game Engine (for lack of a better name): VGA Keen DEMO
Replies: 63
Views: 42603

To clarify, the PEEK(&H46D) and PEEK(&H46C) commands are crucial to how this all works, as they read the timer value that changes automatically (out of QBasic's scope).

(The actual reason is because these are incremented by the PC's timer hardware / BIOS interrupt, just to be exact.)
by kvee
Fri May 27, 2016 13:45
Forum: Release Forum
Topic: Keen Game Engine (for lack of a better name): VGA Keen DEMO
Replies: 63
Views: 42603

No problem! I was wondering what that sub was. Didn't affect performance though, as far as I can tell. Well the program changes the frequency of one of PC's timers, which happens to be the one that is also used for date/time, so I backup / restore the proper time after I'm done playing I'm having t...
by kvee
Mon May 09, 2016 6:27
Forum: Release Forum
Topic: Keen Game Engine (for lack of a better name): VGA Keen DEMO
Replies: 63
Views: 42603

Well darn. There's something I could have used a few years ago. That's some nice coding right there. Hey, thanks! :] Well the C version is infinitely better, the way I deal with timing here is kinda funny. And there should be a delay between OPL2 writes, as the datasheet says. (also btw, when delet...
by kvee
Mon May 02, 2016 8:20
Forum: Release Forum
Topic: Keen Game Engine (for lack of a better name): VGA Keen DEMO
Replies: 63
Views: 42603

And then you're also the guy whom I left a YouTube comment asking for the imfplay source 8) Yea! This is going great. That was you? lol :D Sorry for the delay, replying to you here made me realize you asked on YouTube :D ...if I converted that for-next main loop to some code that runs every time th...
by kvee
Sun May 01, 2016 11:46
Forum: Release Forum
Topic: Keen Game Engine (for lack of a better name): VGA Keen DEMO
Replies: 63
Views: 42603

have you any experience with this? I wrote imfplay, so you could say that, yeah :] this is a barebone version my older QBasic imfplay code, it's kinda garg and undocumented, but it works: CLS DIM VRAM(256) F$ = "imfs\k4t03.imf" SPEED = 1193182 / 560 OUT &H43, &H36 OUT &H40, SP...
by kvee
Sat Apr 30, 2016 11:48
Forum: Commander Genius
Topic: A stupid idea - backporting CG?
Replies: 4
Views: 5297

gerstrong wrote:Snes? I cannot tell if that's possible.
I'm very much afraid that it's not without an almost complete rewrite in assembly.

A clean reference for all the game logic and physics is a big help though!
by kvee
Sat Apr 30, 2016 10:55
Forum: Release Forum
Topic: Keen Game Engine (for lack of a better name): VGA Keen DEMO
Replies: 63
Views: 42603

Re: Keen Game Engine (for lack of a better name): VGA Keen D

nice work!
keenmaster486 wrote:I'm going to have to implement an IMF player or something.
That's actually really easy, heh
by kvee
Sat Apr 30, 2016 10:47
Forum: Commander Genius
Topic: A stupid idea - backporting CG?
Replies: 4
Views: 5297

i.e., does it use adaptive tile refresh? Because if it isn't then this idea is dead in the water anyway. Well some of the platforms have hardware tile support, however compiling just plain C might be less than optimal for 16-bit targets (and should be tried out as a very first step IMO if someone's...
by kvee
Tue Mar 15, 2016 9:42
Forum: The Theater
Topic: Rick Astley's "Never Gonna Give You Up"
Replies: 14
Views: 24612

I've once actually finished the entirety of Doom 2 with this mod. Not even mad.
by kvee
Sun Feb 07, 2016 22:12
Forum: The Theater
Topic: Rick Astley's "Never Gonna Give You Up"
Replies: 14
Views: 24612

Yup, both!

You always had to sift through a lot of garbage, but hey, that was half of the fun!
by kvee
Sun Feb 07, 2016 22:08
Forum: The Theater
Topic: Rick Astley's "Never Gonna Give You Up"
Replies: 14
Views: 24612

Well I think a 7" is more fitting for a rickroll-by-mail :D Got it at an used record store, they always had a box full of 7"s, 10 CZK for one... so I've always bought like 2-3 LPs and then a crapton of singles. When I saw Never Gonna Give You Up, I immediately knew what to do :]] Shame the...