NES Remake Jackal
- Tyne
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NES Remake Jackal
http://home.earthlink.net/~jackal3d/index.html
Check it out. Apparently a Dreamcast & XBox version is also planned!
He's got the gameplay and controls down pat, the music could be improved but otherwise it's awesome! Also has 4 player LAN/Internet support, woohoo.
Check it out. Apparently a Dreamcast & XBox version is also planned!
He's got the gameplay and controls down pat, the music could be improved but otherwise it's awesome! Also has 4 player LAN/Internet support, woohoo.
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
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great found! i'm downloading it atm and will test it on the dc as soon as i can...
dl can be found here:
http://files.moddb.com/82/Download-Jack ... 5-Release/
thanks to tyne for the links!
dl can be found here:
http://files.moddb.com/82/Download-Jack ... 5-Release/
thanks to tyne for the links!
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
- Tyne
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This can be ported easily to Dreamcast & XBox. I've decompiled the QuakeC source code which means we can add whatever we want, however I'm gonna let Moi handle this because I don't wanna:
A) Mess with decompiled QuakeC source, yuck
B) slow down work on TAoV
C) hog all the glory
Anyway, this can be ported in a few hours to work on Dreamcast unless you run into problems such as. A) Map size, B) RAM, C) Crashes
A) Mess with decompiled QuakeC source, yuck
B) slow down work on TAoV
C) hog all the glory
Anyway, this can be ported in a few hours to work on Dreamcast unless you run into problems such as. A) Map size, B) RAM, C) Crashes
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
- Tyne
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One other thing, the curent music sucks. I say we rerecord it which is EASY, I can handle that if need be.
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
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- Tyne
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- First off RottenTurd is not an easy man to get ahold of, he doesn't use any instant messagers and I've emailed him before and haven't gotten a reply back ever; as far as I know he likes working from the shadows so to speak...
- Second, his game is based on a Konami copyrighted game and uses exact content from it; meaning he doesn't really have any holders rights in the first place (other then his engine enhancements but that is GPL anyway).
- Third, his Dreamcast & XBox port have been in progress for around a year now and I don't think any work is being done on them; I could be wrong because RottenTurd from what I've observed works very slow but as I said above: This port could be done in a few hours.
- Second, his game is based on a Konami copyrighted game and uses exact content from it; meaning he doesn't really have any holders rights in the first place (other then his engine enhancements but that is GPL anyway).
- Third, his Dreamcast & XBox port have been in progress for around a year now and I don't think any work is being done on them; I could be wrong because RottenTurd from what I've observed works very slow but as I said above: This port could be done in a few hours.
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
Looks cool. Jackal was real fun and this could be as well.
Try my games : http://neotron-games.blogspot.com/
- crazyrom
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I also seen that he made a castlevania game could that be ported to the dreamcast?
http://home.earthlink.net/~rottenturd/
http://home.earthlink.net/~rottenturd/
- Tyne
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His Castlevania TC is pretty horrible in comparison to mine, I created a more incomplete but better one since it's strictly 2D and is more true to the real game play..
I wish someone picked it up =(
I wish someone picked it up =(
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
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Damn Jeremy, thanks for bashing my CV mod and promoting yours in the same sentence!!! That's the second time you've done that on these forums, despite the fact that I've done nothing but compliment your mod in the TAoV thread . I see you're still using my CV candle models in TAoV, so I guess my horrible mod can't be that bad...
FYI - I don't work very slowly, I just rarely have time to work on this kind of stuff like I used to. I have a full time programming career as well as a social life and a family, so modding is just a once in a while thing that I do for my own personal hobby. Anyways, I've moved on from Jackal and started working on a Blaster Master remake. I don't have the DC connection cable or the patience to work on a Jackal DC port, but if you guys want to go for it, you're more than welcome. The only Konami content is the music. I did a quick test on getting it over to the Xbox last year and it's easy to do. One joystick steers the jeep and the other one rotates the world. Works smoothly at 640*480 using QuakeX, but the DC version will have to use a lower res.
It's not a straight port because of the maps. I used really small placeholder textures to keep the compiled .bsp filesize down. Since my engine uses external TGA textures and ignores the .bsp textures anyway there was no need to have real textures taking up space in the map file. If you do a straight port it'll look like ass because of the small and blurry placeholder textures. I can supply the original .rmf's or .map's, but you'll need to go into Worldcraft and replace/resize/realign the textures on all the maps. The TGA textures can be converted to the Q1 palette and made into a wad for that part. The .mdl's also have placeholder textures since they use external TGA's too.
Also, my engine removes the polycount limit of .mdl's so there will be a problem with some of the models having too many polys. I used MP3's for my music (recorded from an NES emulator), but you can replace the music if you don't like it as long as your DC Quake engine supports MP3, otherwise you'll need to make .wav files and add QuakeC code to play them. Another problem is that the HUD icons and several other things are setup in the actual engine, not QuakeC. BTW, I can also supply you with my actual QuakeC source. Anything you decompile from my progs.dat will be highly inaccurate and unreadable.
FYI - I don't work very slowly, I just rarely have time to work on this kind of stuff like I used to. I have a full time programming career as well as a social life and a family, so modding is just a once in a while thing that I do for my own personal hobby. Anyways, I've moved on from Jackal and started working on a Blaster Master remake. I don't have the DC connection cable or the patience to work on a Jackal DC port, but if you guys want to go for it, you're more than welcome. The only Konami content is the music. I did a quick test on getting it over to the Xbox last year and it's easy to do. One joystick steers the jeep and the other one rotates the world. Works smoothly at 640*480 using QuakeX, but the DC version will have to use a lower res.
It's not a straight port because of the maps. I used really small placeholder textures to keep the compiled .bsp filesize down. Since my engine uses external TGA textures and ignores the .bsp textures anyway there was no need to have real textures taking up space in the map file. If you do a straight port it'll look like ass because of the small and blurry placeholder textures. I can supply the original .rmf's or .map's, but you'll need to go into Worldcraft and replace/resize/realign the textures on all the maps. The TGA textures can be converted to the Q1 palette and made into a wad for that part. The .mdl's also have placeholder textures since they use external TGA's too.
Also, my engine removes the polycount limit of .mdl's so there will be a problem with some of the models having too many polys. I used MP3's for my music (recorded from an NES emulator), but you can replace the music if you don't like it as long as your DC Quake engine supports MP3, otherwise you'll need to make .wav files and add QuakeC code to play them. Another problem is that the HUD icons and several other things are setup in the actual engine, not QuakeC. BTW, I can also supply you with my actual QuakeC source. Anything you decompile from my progs.dat will be highly inaccurate and unreadable.
- Tyne
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Don't take it personally, you put in a good effort but it doesn't play like a CastleVania game as much as it potentially could in the Quake engine; I suppose I'm too much of a perfectionist and maybe I came off a bit harsh, sorry about that. :\RottenTurd wrote:Damn Jeremy, thanks for bashing my CV mod and promoting yours in the same sentence!!! :nono2: That's the second time you've done that on these forums, despite the fact that I've done nothing but compliment your mod in the TAoV thread :what: . I see you're still using my CV candle models in TAoV, so I guess my horrible mod can't be that bad...
Anyway, I've made tons of shit mods that shouldn't of seen the light of day and released them embrassingly recently
The candle model is particularly nice, I thought it was from Hexen 2 but I'm wrong again! Whoo.
Anyway hope that clears any negativity up
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
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No worries, I shouldn't have stirred anything up in the first place. I tend to take stuff personally sometimes when I shouldn't.
I haven't touched this stuff in a while, but I remember I had to recompile qbsp with higher limits to get some of the maps to build. Something about too many leafs in the same plane. For porting it over to the DreamCast you might need to tweak these Worldcraft files for the levels:
Jackal .rmf's
I haven't touched this stuff in a while, but I remember I had to recompile qbsp with higher limits to get some of the maps to build. Something about too many leafs in the same plane. For porting it over to the DreamCast you might need to tweak these Worldcraft files for the levels:
Jackal .rmf's
- Christuserloeser
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Great remake RottenTurd !
It was one of the funnest quake mods that i played !
I recompiled the maps (bsp 30 to 29) ,changed the tga(24 bit) to quake1(8bit) textures, changed and resize the models skins, and the music (mp3 to wav).
My dc is broken so i dont tested in dreamcast yet, but
Its working in pc makaqu and winquake now !
If anyone want to test in dreamcast the link is below ...
http://www.megaupload.com/?d=6YAPYZPE
RottenTurd your engine can play (bsp30 and tga textures) it is a half-quake engine ?
It was one of the funnest quake mods that i played !
I recompiled the maps (bsp 30 to 29) ,changed the tga(24 bit) to quake1(8bit) textures, changed and resize the models skins, and the music (mp3 to wav).
My dc is broken so i dont tested in dreamcast yet, but
Its working in pc makaqu and winquake now !
If anyone want to test in dreamcast the link is below ...
http://www.megaupload.com/?d=6YAPYZPE
RottenTurd your engine can play (bsp30 and tga textures) it is a half-quake engine ?
- mankrip
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Megaupload isn't working:
Infelizmente toda largura de banda disponÃÂvel está atualmente reservada para nossos clientes Premium. Portanto, download grátis não estará disponÃÂvel na próxima [vez] .
Estamos tratando de adicionar mais capacidade para nossos usuários não-pagantes e gostarÃÂamos de pedir desculpas pela incoveniência.
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Fragger wrote:Megaupload isn't working:Infelizmente toda largura de banda disponÃÂvel está atualmente reservada para nossos clientes Premium. Portanto, download grátis não estará disponÃÂvel na próxima [vez] .
Estamos tratando de adicionar mais capacidade para nossos usuários não-pagantes e gostarÃÂamos de pedir desculpas pela incoveniência.
Another link now on rapidshare:
http://rapidshare.com/files/26721074/Jackal3.rar.html