Re: remake of remake of Konami's Knightmare

2019-09-28 Thread Murilo via Digitalmars-d-announce
The post you quoted links to the git repo.  You can clone it 
with "git clone http://repo.or.cz/knightmare.git;, or view the 
code online at https://repo.or.cz/knightmare.git/tree (includes 
a link to download the tarball).


Thanks. I see it now.


Re: remake of remake of Konami's Knightmare

2019-09-28 Thread sarn via Digitalmars-d-announce

On Saturday, 28 September 2019 at 02:59:20 UTC, Murilo wrote:

On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:
recently i worked on remake of DOS remake of Konami's 
Knightmare game[0]. the game is playable now, it has music 
from original MSX Knightmare, and sfx/gfx/levels from DOS 
remake. it is written in D, of course, and it is FOSS. you can 
find the sources here[1].


Hi, I would like to see your source code please because I am 
making a game myself and I need to learn how to do it, I 
figured I could read your code and learn from it.


The post you quoted links to the git repo.  You can clone it with 
"git clone http://repo.or.cz/knightmare.git;, or view the code 
online at https://repo.or.cz/knightmare.git/tree (includes a link 
to download the tarball).


Re: remake of remake of Konami's Knightmare

2019-09-27 Thread Murilo via Digitalmars-d-announce

On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:
recently i worked on remake of DOS remake of Konami's 
Knightmare game[0]. the game is playable now, it has music from 
original MSX Knightmare, and sfx/gfx/levels from DOS remake. it 
is written in D, of course, and it is FOSS. you can find the 
sources here[1].


Hi, I would like to see your source code please because I am 
making a game myself and I need to learn how to do it, I figured 
I could read your code and learn from it.


Re: remake of remake of Konami's Knightmare

2017-12-14 Thread ketmar via Digitalmars-d-announce

Taylor Hillegeist wrote:


On Monday, 11 December 2017 at 19:34:56 UTC, ketmar wrote:

major update: entity logic is completely driven by external
...
you're welcome to study MES compiler implementation if you like. it is 
contained in one file (mesengine.d), and is not that hard to follow.


I hope you didn't write that all in one sitting, I thought it was going 
to be a bit shorter.


i am not even finished! actually, here[0] is the main repository for MES 
developement. you can track my progress there, starting from the very first 
commit. it doesn't meant to be public, tho, hence it is marked "OBSOLETE".


[0] http://repo.or.cz/mes.d.git


Re: remake of remake of Konami's Knightmare

2017-12-14 Thread Taylor Hillegeist via Digitalmars-d-announce

On Monday, 11 December 2017 at 19:34:56 UTC, ketmar wrote:

major update: entity logic is completely driven by external
...
you're welcome to study MES compiler implementation if you 
like. it is contained in one file (mesengine.d), and is not 
that hard to follow.


I hope you didn't write that all in one sitting, I thought it was 
going to be a bit shorter.




Re: remake of remake of Konami's Knightmare

2017-12-11 Thread ketmar via Digitalmars-d-announce

major update: entity logic is completely driven by external scripts now! ;-)

most of "monsters.d" code moved to MES scripts. also, entity (actor in the 
terms of the engine) management was completely rewritten, so it mostly 
doesn't allocate in game loop.


"what is MES?", one may ask. ok, MES is a scripting engine, writen 
specifically for scripting simple games. it has only one object type 
(Actor), but it is statically typed, supports UFCS and function pointers 
(and some syntactic sugar), so it may look like procedural or OOP language 
(at your choice). it is compiled to virtual machine code (3-operand 
instructions). compiler doesn't use AST, but does one extra pass over a 
source to collect functions/globals/fields definitions, so there is no need 
to write any forward declarations.


so why i did it, and why it is better than old D code? the answer is very 
simple: because i can! ;-)


you're welcome to study MES compiler implementation if you like. it is 
contained in one file (mesengine.d), and is not that hard to follow.


Re: remake of remake of Konami's Knightmare

2017-11-28 Thread ketmar via Digitalmars-d-announce

Mengu wrote:

On Tuesday, 28 November 2017 at 07:47:14 UTC, Nick Sabalausky (Abscissa) 
wrote:

On 11/24/2017 08:28 PM, ketmar wrote:

quickfix. forgot to properly set requested OpenGL version.
http://files.catbox.moe/lx02hz.7z



Very cool! Works under wine for me. Not a game I was familiar with, so 
it's cool learning hands-on about more of Konami's back catalog from one 
of the best gaming eras.


chrome starts the download and then prevents it. would it be because if 
7z?


this. or, maybe, "catbox.moe" is "bad site" in some chrome filter. sorry, i 
don't know.


Re: remake of remake of Konami's Knightmare

2017-11-28 Thread Mengu via Digitalmars-d-announce
On Tuesday, 28 November 2017 at 07:47:14 UTC, Nick Sabalausky 
(Abscissa) wrote:

On 11/24/2017 08:28 PM, ketmar wrote:

quickfix. forgot to properly set requested OpenGL version.

http://files.catbox.moe/lx02hz.7z



Very cool! Works under wine for me. Not a game I was familiar 
with, so it's cool learning hands-on about more of Konami's 
back catalog from one of the best gaming eras.


chrome starts the download and then prevents it. would it be 
because if 7z?


Re: remake of remake of Konami's Knightmare

2017-11-28 Thread ketmar via Digitalmars-d-announce

Nick Sabalausky (Abscissa) wrote:


On 11/24/2017 08:28 PM, ketmar wrote:

quickfix. forgot to properly set requested OpenGL version.
http://files.catbox.moe/lx02hz.7z



Very cool! Works under wine for me. Not a game I was familiar with, so 
it's cool learning hands-on about more of Konami's back catalog from one 
of the best gaming eras.


thank you! then you prolly can try this remake too:
http://www2.braingames.getput.com/mog/default.asp

this is Knightmare 2: a very different style, but great still great game.

p.s.: the same codebase is working with GNU/Linux too. just rdmd it, with 
the proper -I settings. tnx to iv.vfs and arsd.sdpy, the code itself 
doesn't care about underlying OS. ;-)


Re: remake of remake of Konami's Knightmare

2017-11-27 Thread Nick Sabalausky (Abscissa) via Digitalmars-d-announce

On 11/24/2017 08:28 PM, ketmar wrote:

quickfix. forgot to properly set requested OpenGL version.

http://files.catbox.moe/lx02hz.7z



Very cool! Works under wine for me. Not a game I was familiar with, so 
it's cool learning hands-on about more of Konami's back catalog from one 
of the best gaming eras.


Re: remake of remake of Konami's Knightmare

2017-11-24 Thread ketmar via Digitalmars-d-announce

quickfix. forgot to properly set requested OpenGL version.

http://files.catbox.moe/lx02hz.7z


Re: remake of remake of Konami's Knightmare

2017-11-24 Thread ketmar via Digitalmars-d-announce

latest binary. some fixes, nicer title screen, alt now shoots too...

http://files.catbox.moe/k7xxn0.7z


Re: remake of remake of Konami's Knightmare

2017-11-23 Thread ketmar via Digitalmars-d-announce

bauss wrote:


On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:
recently i worked on remake of DOS remake of Konami's Knightmare 
game[0]. the game is playable now, it has music from original MSX 
Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of 
course, and it is FOSS. you can find the sources here[1].


[...]


This is pretty neat, good job!


thank you!


Re: remake of remake of Konami's Knightmare

2017-11-23 Thread bauss via Digitalmars-d-announce

On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote:
recently i worked on remake of DOS remake of Konami's 
Knightmare game[0]. the game is playable now, it has music from 
original MSX Knightmare, and sfx/gfx/levels from DOS remake. it 
is written in D, of course, and it is FOSS. you can find the 
sources here[1].


[...]


This is pretty neat, good job!


Re: remake of remake of Konami's Knightmare

2017-11-23 Thread ketmar via Digitalmars-d-announce

Martin Drašar wrote:


Neat! Instead of working, I was spamming shift like crazy...

glad that you liked it! this little thingy is very addictive. ;-)



Now, when you say a partial port, did you make some automated
translation or it is just a manual labor with lotta love?
fully manual work. ah, except some simple regexps to replace "=" to "==", 
":=" to "=" and such. i ported all monster and movement logic, and wrote 
new video, audio and game state management subsystems from scratch.


Re: remake of remake of Konami's Knightmare

2017-11-23 Thread Martin Drašar via Digitalmars-d-announce
Dne 23.11.2017 v 13:18 ketmar via Digitalmars-d-announce napsal(a):
> recently i worked on remake of DOS remake of Konami's Knightmare
> game[0]. the game is playable now, it has music from original MSX
> Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of
> course, and it is FOSS. you can find the sources here[1].
> 
> as usual, you'll need my IV modules[2], and Adam's ARSD modules[3].
> the code won't work on 64-bit arches, tho (due to some bugs in sdpy/iv).
> but it can be compiled for 32-bit GNU/Linux, and 32-bit windows.
> 
> here is windows binary for those who cannot (or don't want to) build the
> binary[4].
> 
> WARNING! the code is a partial port of old DOS turbo pascal sources, so
> it is *very* far from something even remotely sane.
> 
> it is not polished yet, but that should not stop you! play this
> excellent classic shooter while it is hot! ;-)
> 
> some tech info: arsd.simpledisplay is used for video (with OpenGL
> backend), arsd.simplesound for audio (with my AY-8910 emulator), iv.vfs
> for VFS support. as the game designed for 20 FPS, i didn't bother
> avoiding GC (that is, the engine allocates like crazy).
> 
> enjoy, and happy hacking!
> 
> 
> [0] https://en.wikipedia.org/wiki/Knightmare_(1986_video_game)
> [1] http://repo.or.cz/knightmare.git
> [2] http://repo.or.cz/iv.d.git
> [3] https://github.com/adamdruppe/arsd
> [4] http://files.catbox.moe/z19j91.7z

Neat! Instead of working, I was spamming shift like crazy...

Now, when you say a partial port, did you make some automated
translation or it is just a manual labor with lotta love?

Martin


remake of remake of Konami's Knightmare

2017-11-23 Thread ketmar via Digitalmars-d-announce
recently i worked on remake of DOS remake of Konami's Knightmare game[0]. 
the game is playable now, it has music from original MSX Knightmare, and 
sfx/gfx/levels from DOS remake. it is written in D, of course, and it is 
FOSS. you can find the sources here[1].


as usual, you'll need my IV modules[2], and Adam's ARSD modules[3].
the code won't work on 64-bit arches, tho (due to some bugs in sdpy/iv). 
but it can be compiled for 32-bit GNU/Linux, and 32-bit windows.


here is windows binary for those who cannot (or don't want to) build the 
binary[4].


WARNING! the code is a partial port of old DOS turbo pascal sources, so it 
is *very* far from something even remotely sane.


it is not polished yet, but that should not stop you! play this excellent 
classic shooter while it is hot! ;-)


some tech info: arsd.simpledisplay is used for video (with OpenGL backend), 
arsd.simplesound for audio (with my AY-8910 emulator), iv.vfs for VFS 
support. as the game designed for 20 FPS, i didn't bother avoiding GC (that 
is, the engine allocates like crazy).


enjoy, and happy hacking!


[0] https://en.wikipedia.org/wiki/Knightmare_(1986_video_game)
[1] http://repo.or.cz/knightmare.git
[2] http://repo.or.cz/iv.d.git
[3] https://github.com/adamdruppe/arsd
[4] http://files.catbox.moe/z19j91.7z