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...
Progress Update: Audio Sub-Engine: Base Code DONE I can report that I have successfully coded and debugged all of the base Audio system, including sound effects and all the crazy pitch shifting features. The only thing left in the Audio sub-engine is the plugin music format handler(s), which will b...
Progress Update: Blending Modes and Audio Sub-Engine Work I've gotten past the majority of all the busy "real life" stuff (I hope!!) and work on DELTA has resumed. I've gotten most of the Blending Mode stuff (you might call these "Layer Shaders") done, and now I have the power t...
No-Progress Update: Delays Again!!! This is just to let everyone know, I'm going through some difficult times in real life, so there hasn't been much, if any, progress on DELTA for the past 3 or so weeks. This period of time where I'm not getting anything done could last at least an additional coup...
Progress Update: Audio Plugin Madness This is a short post to let you guys know -- the WinAMP audio plugin system isn't going to be as easy as the other formats were. I can't get a basic program working that uses the out_wave.dll output plugin (it crashes on the output's Init(); call), so I'm going...
Progress Update: Audio Engine Work I've completed the base file handlers for WAV , FLAC , OGG Vorbis , and MP3. B/ All four of the basic formats load, play, and loop properly (using a debug playback routine). I'll be working on the WinAMP plugin capability next. ------------------------------------...
Progress Update: Project Merger and Audio Work I've been slowly getting more done, but a while back I had to join the Game Engine and Editor into one EXE (meaning there's only one project file now). This was done so that I could have bugfixes that are made apply to both the engine and editor simult...
I believe the issue with the program not being able to open the file is a Windows 10 limitation. I have a few programs that try to write to the program folder and can't, making any settings invalid as soon as the program closes. There were also a few things I had to change in DELTA due to new regist...
Progress Update: Tree Viewer, Dynamic Icon Tabs, Right Click Menus, and Dialog Boxes I've just completed a slew of dynamic controls that are required for the DELTA editor. I've mainly been working on the tree viewer, which will handle and organize the files for a DELTA game. I've got a system for d...
Progress Update: Major Input Bug Fixed!!! There was a huge bug in the input routines -- namely that the ID numbers from an old config file (*.XDQ) were being treated as if they were valid ID numbers, causing data mixups that result in input freezes and other madness. The active IDs actually change ...
Progress Update: Delays, Some Minor Progress Although the majority of my time since the last post has been spent on busy work, I've managed to place together the beginnings of the DELTA file manager. There will apparently be significant delays still, even though I'm already through the heaviest por...
DKCRE crashes because there's no data in the INI file for the ROM version that you opened. You can delete the GameConfig INI files that are not for V1.0U and this will make DKCRE spit out an error about a corrupted or missing INI file when you load an incorrect ROM. There really should be a feature ...
Progress Update: Delays, DELTA Editor Code Begins!! Although I've not had much in the way of spare time recently, I have begun work on the code for the DELTA editor. I have mostly completed the back-end that deals with DELTA file management, and I am looking forward to working on the GUI interface ...
Thanks for the bug report, rainbowsprinklez. The input is indeed buggy in the latest release of DKCRE, but I didn't know it was that bad. There is likely a hidden bug in the input collection routine that was fixed in the latest DELTA release. I'll put some priority into getting this issue worked out...
Progress Update: More Work on the Audio, Delays Imminent I've not been able to get Perlin Hunter to work yet, so my development is going back to working on DELTA itself, namely the Audio sub-engine. There are a lot of complex things I need to cover in this Audio code, and I'm not sure I'll get too ...
Progress Update: Windows 10 Active, Research on Perlin Hunter In the last week I've went off on a tangent researching various techniques for the Perlin Hunter Algorithm (which will be seeing its 4th attempt). I won't be able to reveal any details about this, though, as my method will be completely ...
Progress Update: Moving Development to Windows 10 This is just a small post to let everyone know: Development is Being Moved to Windows 10 I've had enough of the buggy XP install I had (it had problems booting) and I'm in the process of upgrading everything. DELTA will not compile yet on the newer ...
DKCRE currently isn't capable of modifying the level settings (palette, level archetype/tileset, level size, etc). So you'll have to either deal with it some other way or just use what level space is available in the existing game data. This will of course be in a future version, but it's going to b...
Progress Update: Audio Sub-Engine Underway While I don't have anything to give in the way of a demo, I thought I'd update you all on the status of the Audio sub-engine. I can currently only play RAW files that are tuned to a specific input frequency for testing. There's actually a lot of code I've ...
DELTA Game Engine v0.0.8.0 r12 This simple test build uses NitroGUI v2.0 and is a key test to see whether NitroGUI can utilize its powerful dynamic interface system. You can currently access and use the Input Configuration dialog, which was hand-crafted in DTML script. DOWNLOAD HERE Other Controls:...
NitroGUI v2.0 Test DELTA Game Engine v0.0.8.0 r11 r12 (Re-Uploaded!) Finally, I have a test build for you guys!!! This simple test build uses NitroGUI v2.0 and is a key test to see whether NitroGUI can utilize its powerful dynamic interface system. You can currently access and use the Input Configu...
I really feel we're missing something here. As in, there is more that could be done with the community. But as it stands, I'm the only moderator left, and I even check the site and chat box every day even if nothing has really happened on the forum in general. I'm even here more than our site creato...
Progress Update: Input Configuration Dialog COMPLETE!! I've reached a significant milestone with the completion of the Input Configuration dialog, which allows users to configure their devices. The usual support for 8 players each with a mouse, keyboard, and gamepad, is still available!! :mrgreen: ...
Progress Update: NitroGUI v2.0 COMPLETED!!! With some more time I was able to finish up the last bits to complete the "Big 5" controls, and now I have fully working Open and Save dialogs! The next thing on the to-do list is to get ready for the introduction of the DELTA Game Designer alon...
Progress Update: File Open and Save Dialog Underway!! I've gotten a significant chunk of the file open/save dialog completed, but it still needs coded behaviors. :ugeek: An Old Preview Image: ngui_progress_20191026_simion32.png That image doesn't show the most recent updates where the file types bo...
Progress Update: Gui Optimizations, and More Delays!! I've been working hard on getting the optimizations done for NitroGUI v2.0, but it's going to take me a bit longer than I thought due to the dynamic complexity of the code that has to be added. I have to deal with how to update the screen accord...
Progress Update: Dirty Flags and HyperMode As an aside, I've went and did the optimizations necessary for the GUI to be run alongside a game. This includes a very crafty system that looks at history records to determine which areas need updating, and then this is translated into flags/commands for ...