I second what yorp said about wanting you to create this.T-Squared wrote: ↑Fri Apr 30, 2021 3:30Sorry, I didn't mean to suggest that. I'm not planning to do that. I had considered it, but that was a very long time ago. (like, 2009/2010-long-ago) I'm just saying that an external text reader would probably not be so hard to implement in Cosmo, due to the similarities that I found between the text/story files in Duke II and the way that Cosmo generates its text.K1n9_Duk3 wrote: ↑Thu Apr 29, 2021 22:31 Your plans are starting to sound like you're about to abandon the Cosmo code and instead mod Cosmo into the Duke Nukem II codebase. That's fine, but at this point, you might as well scrap all of that and move to the Keen Galaxy engine to get some smooth movement going instead of the 8-pixel-steps that Cosmo and Duke 2 use.
Like I said, Cosmo has its text generation, and its picture formatting, "bolted"/hardcoded onto the C code when compiled. (You have to recompile EVERY time you change the text.) Duke II, on the other hand, has an external approach, but with text, window, and picture formatting that seems to match very closely with what I saw in Cosmo's reconstructed C code (Marking an EGA drawing page for use, setting a window origin, and using that origin as a reference point for the rest of the text and picture formatting, and moving through wait delays, sound generation, and text generation), so it shouldn't be hard to implement an external text reader much like how the demo reads its byte/bit-wise formatting for each game tic. I'm not versed in C code, though. I'm already doing some heavy lifting with the story graphics, game graphics, and animation.
I am a very huge fan of the cosmos cosmic adventure DOS game in particular, it is not only my childhood, but occasionally, like once every year, or so, I play the original levels from start to finish. Episode 1 = cakewalk
Episode 2 = Medium except level 10 which is a hard pain in the butt, even with all your lives.
Episode 3 = Medium Hard, except level 10, which is tragically, too easy.
I hope you make this game, between Hard and Medium, aka, somewhat harder than episode 2 or 3. But of course, not like the homemade levels for the original. They were insanely hard.
I would help, but I have zero skills when it comes to the development process, except to say, I hope you make the boss characters for this, much harder.
Like, reasonably difficult depending on how many lives you have. If you have 5, you should be able to do it without losing more than 4, unless you have a good case of not trying, or well... being reckless.
Then again, it is your project, either way, I sincerely hope it all goes well. Please tell me, when it is at beta level quality. I am eager to see how it works once it is not alpha quality. I don't know how far you have gotten aka, I just heard about this on youtube like a month ago in a search and I just found this area today.