Just a quick update: I've been hitting even more delays as of late. I don't have much to post and have had very little free time to work on DKCLB. I've basicaly not even gotten to the "hacking" part yet. Sorry that it's come to this. I finally get DELTA done and BAM, a flood of interrupti...
Just to let you guys (and gals!) know, I'm busy working on some new code advancements for the next big thing. I can't say what yet though. ;) I'll be doing DKC 1/2/3 hacking where necessary to compile the necessary information for DKCLB, but this may take some time. I'm hitting some delays real-life...
One more thing - we are going to need a centralized database of all the ROM offsets and stuff from all 3 games that are required to build the extraction components in DKCLB.
I'll be working on gathering this data first, then I'll try to get some extraction going later.
DKCLB is now officially OPEN SOURCE >>> LINK TO THE GIT REPO <<< 9d5Y1IicRCU I will be uploading changes over the course of time. The current starting repository is just the core files that will be required to start building the program. :geek: The program will be made to extract multimedia from th...
I thought you'd use the 32x32 meta tiles.... do you make your own instead? increasing connections? It is actually using 32x32s to do the pattern generation, just that it doesn't use the raw tile values to do the matching work. I could actually implement an 8x8 version if I wrote an advanced tile sc...
somehow using collision data to match... idk, I didn't think it out The algorithm is based on matches for each direction for every "compressed tile" (abstracting away flipped tiles so that the only thing to worry about is tile indexes). PH3 will include a tile zone autocomplete mode as we...
Progress Update: Perlin Hunter 3 is Working, and it's FAST!! I've been secretly toiling away at PH3 given some new ideas on how to make the algorithm work. Now, the algorithm is O(T x N x W x H) where T is the tile usage count, N is the number of checking passes per round within a "level"...
Yes, all bugfixes and updates are free. you just access the account that you created during checkout and it will allow you to redownload the new version of the program.
I just didn't have the resources to make a trial version since the DRM would have to be designed - I'm lucky I even have license key stuff in it at all. Thanks though!! The Sell version is priced like that because if you are selling games you should easily be able to pay for it. The Build version is...
DELTA Game Designer Purchasing and Forums Go Live 12:15AM CT on April 1st SubwareSoft Main Site: CLICK HERE After all this time we are finally running up on the day that v1.0.0.0 of DELTA will be released!! B/ This is NOT an April fools joke, by the way. Please understand my concerns. :) There are ...
As Mattrizzle says you may be looking at a cart with a dead backup battery.
You'll need the special game bit to open the cart along with the proper battery, though I don't remember which battery the cart takes (was it CR2016?).
Progress Update: Working Out the Bugs, but Delays Loom I decided to break the silence with a bit of an update. ;) DELTA is mostly completed but is under heavy debugging. I had to fix a massive memory corruption problem, but doing so added additional complex bugs that will need fixing. I won't be ab...
"a month or so" -- it may be a bit more than that since I still have to come up with some kind of example game and do finalization/testing on all the API functions. And a user manual.
I'm still stuck working on the physics right now. Really math-y complex stuff.
File Editors Completed. Game Engine Development Begins!! I wanted to post this specific milestone here on Atlas. I've gotten all the editors ironed out and now only the game runner related code/interface remains. Other than this little nugget of information, I won't be revealing what the game runne...
So I've been heavily working on DELTA for the past few months. I've completed the base part of the level editor and other editors, now I'm adding in the level editor menu and toolbar along with Level Settings. After the Level Settings I'll be working on the Game Settings file editor which is the bas...
I was messing around on the internet and found some sites that are able to run an AI algorithm on images to upscale them and generate more detail than is already there. The results look like this: Original 24387.png 4x Nero AI UpScale 24387_20220707175052_standard_x4.png What do you guys think of th...
DELTA is moving along nicely. Although development is mainly still "dark", I can safely say that I am right at the beginning of making the level editor. I will be working very hard on DELTA as time allows (and unfortunately DKCRE's old code is so messy that I cannot reuse its editing capab...
It took me some time until recently that I actually looked up Wave Function Collapse. Basically, my previous builds of PH3 are actually doing the same thing as Wave Function Collapse, just with more complicated matching rules. The true Perlin Hunter Algorithm will be more advanced than that algorith...
NitroGUI v3.0 COMPLETED Development GOING DARK!! I have finally worked out all the kinks and debugged the heck out of this thing. It's finally DONE. I have some nifty new secret interface elements that can be utilized for the DELTA editor, but you'll have to wait and see. The input configuration di...
Progress Update: NitroGUI v3.0 and Various Fixes I've been hard at work on the interface, and I've been coding up the list based stuff for the interface elements. The real time rescaler(s) worked out just fine. I also fixed a massive bug that caused windowed mode to skip frames even when DELTA was ...
Progress Update: New Real-Time Image Scaling!! I've went on an aside to normal development and have implemented a "game screen" upscaler that can properly handle pixel art. B/ There will also be a downscaler, which is still being debugged (at present I get pixel corruption instead of the ...
Progress Update: Progress on Various Things Things are slowing down in real life again, meaning I'm able to get more done on DELTA. B/ I've improved and revamped the frame skipping algorithm for the video code, added (optionally enabled) CPU-saving sleep calls, and added custom skipping levels to t...
Progress Update: Delays for a While This is a quick post to let you all know that I will be hitting some real-life delays due to "job" work, and the remainder of my free time this month is being put into various other things. I'll keep you all updated, but for now there will be significan...
Progress Update: Progress on NitroGUI v3.0 I've been making steady progress on NitroGUI v3.0 -- and things are coming together rather nicely. I just finished working on the "nested checkboxes" code, and there is quite a lot left to work on. Here's another screenshot, this time with the in...
Progress Update: Making Headway on NitroGUI v3.0 I've gotten up to the point that I can read in most of the DTML scripts and I got a basic "random color" test going. There's still a lot left to work on but this test is significant because it shows that all of my effort is going to pay off...
Progress Update: Introducing NitroGUI v3.0 -- In Progress!!! I ran into significant problems with the design of NitroGUI v2.0 in implementing the editors, so I've had to rip out the old NitroGUI and re-code the entire thing from scratch. I'm being extra careful in coding this one properly so that I...
Progress Update: Audio Sub-Engine: COMPLETED!!! I've finally gotten to the point that I can call the Audio Sub-Engine COMPLETED. :dixiehappy: Next up is the Sprite/Animations editor. While I won't be able to provide an image editor until later on in development, I'll certainly be able to provide pl...
Progress Update: Audio Sub-Engine: Almost There!!! I've got some nifty code for the plugin functionality mostly done. It still needs debugging and crashes if I'm not running DELTA inside the debugger, but overall I am able to cleanly play back SPC and MINIUSF files without trouble. I can even pitch...