Recreated Keen 4-6 Source Code

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Pandakeen
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Re: Recreated Keen 4-6 Source Code

Post by Pandakeen »

Ah, it was set to BC20 and I'm only using BC31. Fixed that, but now it's showing this message:

Error: Segment _DATA exceeds 64K

:dead2
Calvero
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Re: Recreated Keen 4-6 Source Code

Post by Calvero »

Just use BC20, BC30 and LZEXE, and create 100% identical copies of the original v1.4 executables before trying BC31.
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Quillax
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Re: Recreated Keen 4-6 Source Code

Post by Quillax »

gerstrong wrote:
Have you looked into this? I'm just wondering -- I'm sure it'll be very useful for making Commander Genius more accurate! :)
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gerstrong
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Re: Recreated Keen 4-6 Source Code

Post by gerstrong »

Quillax wrote: Wed Oct 20, 2021 3:20
gerstrong wrote:
Have you looked into this? I'm just wondering -- I'm sure it'll be very useful for making Commander Genius more accurate! :)
Not yet and it is nothing I have as high priority on my list. However if someone wants to integrate it, feel free to do so.

The challenge with the current engine is that it uses different framerates and a lot of home made code which brings other advantages, but gives the feeling of not "more accurate". Of course it is not like the original, but the original also lacks of multiplayer mode, higher framerates, different resolutions, better gamepad support to just name a few which we do provide.

So one thing that can be done, is to compare the code and check how to integrate it in terms of equivalent logic and see how possible it is to still keep the advantages that now exist.

Another thing that can be done is to create an entirely new engine within CG. Currently we have four:
  • One for the Commander Keen Galaxy games (the one you compared)
  • A Keen Dreams one (Based on the work of Refkeen)
  • The Vorticon engine (which obviously plays Keen1-3)
  • Cosmos Cosmic Adventure engine (got recently added)
There could exist another one that is Galaxy Keen but with highly accurate physics based on such code.

If someone wants to cooperate on that he is also welcome to do so and we would be happy to help on it. The source code is open, so everybody can fork and develop it further.

Since CG uses SDL2 and there exist lots of toolchains for building this on multiple system like Android, Windows, MacOS, Linux, Nintendo Switch, PS Vita, Raspberry Pi to just mention a few, any engine on CG will be spread to a lot of systems where these nice games make gamers beat their hearts faster. :love
Having fun developing stuff...
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Snortimer
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Re: Recreated Keen 4-6 Source Code

Post by Snortimer »

Amazing news, I think.

I'm very curious to take a look at it, especially after a guide is written up (if that's in the works). What's holding me back at the moment is that I've only ever coded anything in the web development languages (JavaScript, PHP, SQL, CSS etc.), which I learned within the past 2 years, so I should probably learn some basic C or C++ first.

An idea I had many years ago was to combine the gameplay of Commander Keen Galaxy (the platform levels and overhead maps) with Star Control II: The Ur Quan Masters (the travel through space between planets, dialogues with aliens and spaceship battles). Those two games seem to have the potential to complement each other without getting in each other's way. Now the source code for both is available (though one uses C++ and the other C), so it's now probably feasible in theory. (though it'll probably be a long time before I try it - still too "new" to this)
Member since at least 1998 with... ah... some long absences. I was even a moderator at one point. I'll probably keep coming back here and there as long as this place still exists.
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