Vector Map Editor is a tool developed for the game Jungool. It is for adding collision polygons and actors to levels.
Manic Miner LL
The tale of Miner Willy and his incredible adventures in the mines, and then the mansions, of Surbiton is legend. But like all legends, it doesn't tell the whole story.
Most people know Willy simply as a digger who got lucky and lived happily ever after in decadent luxury. Far fewer know the secret - suppressed for quarter of a century by the government - of how he also saved Planet Earth from alien invasion.
It wasn't until an eccentric but dedicated historian writing a paper for a renowned academic journal (Retro Gamer issue 63) pieced together the complete saga of Willy's heroic exploits from fragments of scattered evidence - in the form of obscure retellings of the 'Manic Miner' folk fable in ancient languages readable only via long-obsolete machines - that the whole truth was finally revealed.
Welcome to Manic Miner - The Lost Levels!
https://www.baker76.com/manic-miner-ll
Detective DS
London, 1974. You are a famous Scotland Yard Detective who must solve the murder of the rich aristocrat Angus McFungus, who’s body has been discovered at his home at 427 Park Lane. Arriving at the residence you soon discover that this will not be a simple ‘open and shut’ case, and will take all your finely honed detective skills to solve. Can you put your finger on the killer?
This is a remake of the 1986 C64 game by Sam Monthorpe for the Nintendo DS. Charcters were created by Paul Jay and the plot was cunningly devised by the Magnificent Seven.
https://www.baker76.com/detective-ds
Detective DS Update
We've added a new character to the game who's a ghost that haunts the mansion. Just a new touch to the original game. There's also two extra locations not found in the original. Lobo did a great job on this and they are seamless. I don't want to give much more info about it because for those people who have completed the original game have an extra challenge.
The good thing about setting the global sprites to bitmap mode is you can use both tiled and bitmap sprites.
Anyway I've improved the collision map detection and general way the character moves. Mainly by using floating numbers and rounding (using round, floor or ceil as needed). It feels perfect (to me anyway) now, so I'm happy with the way that works. Now I have just added all the doors as attachments to the levels.
I'll attach a picture showing what I mean. Flash and I used the same technique for Warhawk and again in MMLL. This allows us to dmacopy the section of the map over the visible map to animate it. I've done a slightly different method to describe the location because unlike Warhawk each room can have different animated objects. I have described these objects in the colmap's. So each tile is given an id and during initialization the x,y and width height (aka RECT struct) of tiles with the same id can be calculated and thus animated as needed.
Oh and Flash came up with the idea of animating the clock in the clock room. I thought it was a great idea and gives me a chance to use the pixel drawing code from earlier. So yeah the clock will show the correct game time 🙂
Warhawk DS
Welcome to the first release of Warhawk DS. Warhawk DS is a game for the Nintendo DS coded in 100% ARM assembler.
https://baker76.com/warhawk-ds
My C64 + XE1541
I have been trying to get my new XE1541 adapter working so I can send games over to my C64. I even ended up getting an old IBM Thinkpad (thanks Dale!) to run 64HDD and VC1541 in pure DOS mode. To no avail 🙁
I gave it a go again today and well, it's sending data for sure but then it's failing on an error. The good news is the manufacturer is sending me a new adapter 🙂 Anyway for now take a look at screenshots of it failing miserably.
W.A.N.K
Warhawk Attackwave & Nuance Kreator (W.A.N.K)
This is the app written for our game Warhawk DS for setting the various sprite attack wave parameters.
PalEdit
PalEdit is a palette editor which can edit and manipulate many different palette and graphic formats.
- Supports .act, .pal, .bmp, .gif, .png, .jpg, .pcx, .tif
- Importing of palettes to combine with other palettes
- Exporting to .s or .c for the Nintendo DS X1B5G5B5 format
- Cut, Copy, Paste, Fill, Swap and Gradient
- View Bitmap to select color using color picker, use right click to swap a palette entry
- Ctrl click to select multiple palette entries
- Modify Hue, Saturation, Brightness and Tint of color entries
- Transparency index selection
- Support for Photoshop palette format
Eternity II
Eternity II. A game based on the board game. Solve it and win $2 million!
https://baker76.com/eternity-ii/
PatcherFE v1.0
PatcherFE v1.0 - for applying patches to Mame binaries
This program is for distributing patches for Mame (eg. skip disclaimer / hiscore / no loading screens etc.). This means you can distribute patches for Mame executables instead of diff files used for compiling.
How does it work? It uses two utilities called bsdiff and bspatch to create a binary patch file. The patch file is then zipped up along with a batch file called APPLYPATCH.BAT that you extract to your Mame folder and run.
The patches will have to be applied to the official Mame releases from mame.net so that the patch can be applied to the same version on the target machine. In other words you have to have the same Mame binary to which the patch was applied to. So for example the Pentium Pro optimized version will require a separate patch to the standard version.
The resulting zipped patch file with skip disclaimer and no loading screen patches applied is less than 1 MB (Note: Mame's original size is 28.8 MB). Unfortunately it's still half a meg over what can be posted on the forum, so you will still need to host the patches on a server somewhere.
This should make things a little easier for distributing patches for people who don't know how to compile Mame.
I'm not sure if anyone will find it useful, but I'm posting it here anyway. You will need .NET 2.0 installed to run this application.
Comments or bug reports are welcome.