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tcdev

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A member registered Mar 07, 2023 · View creator page →

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Vulgus I got stuck with the game logic, couldn't really follow it. But an automated transcode would work.


Tutankham I did a very, very long time ago, and IIRC only enough to patch it to run on the CoCo3. The hardware is bitmapped graphics, so it wouldn't work on the Neo Geo. At least, not without a lot of changes to how things are done.

Mappy I like, Grobda I'm sure I've seen it but can't recall it off-hand. There is a 68K version of Mappy on Namco Classics Vol 1. Would love to dive into that one day and see how they've implemented the old games on it... I wonder whether they wrote C versions of the code???

Hi SirVH! Very, very busy with Real Life atm, I'm afraid I won't get to look at retro stuff at all for a few months at least. In fact I'll be busy packing away most of it for a house move. But love the work you're doing! Once day I'll get more time again!

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Awesome work, congratulations!


Can you please link my itch page on yours; I've linked yours on mine, thanks!


https://tcdev.itch.io/xevious

I've considered it. It's already 68K of course. I actually did the MAME driver for it (Namco Classics PCB) many many years ago, so I know - or at least knew - quite a few technical details about it. I have also started on a MiSTer core for it. But I haven't looked closely at what it would entail, or even if it's feasible on the Neo Geo.

This is top shelf CoCo software! My only complaint is that it's a little too easy... as others say I'd love to see this extended, maybe more screens and maybe a little more complex gameplay to make it harder - bats harder to dodge etc. But the graphics, animation and gameplay mechanics are absolutely top notch! Well done!

Hi! Who do I ask about technical details of the game, and a possible port to the TRS-80 CoCo 3??? TIA!

That is entirely possible. It may well be that the sprite coordinates are not placed exactly where they should be. Early hardware had known nuances with some (eg. 1 or 2) sprites being offset a few pixels with respect to the other sprites. In fact, I'm currently working on Frogger (same hardware) and did have to tweak the sprite routines that I lifted from Galaxian; Frogger has the advantage in that the background can be used as a reference, though of course the background is also subject to its own nuances. I'll finish up on Frogger and revisit Galaxian to see if there are any changes I should back-port.


I'm also thinking it may be possible to implement a non-tate mode for Galaxian as well!

Thanks! I'm hoping I can do a non-tate version too!

Again, nice, thanks!

Nice, thanks!

Xevious, doubtful. I've tried to think how scrolling would work in non tate mode, but I just don't see how it could be done. But maybe I just need to think about it again after coming back from a break. Will need scaling to fit the entire screen though...

Galaxian, maybe. Similar issue to Xevious, but less demanding. I'll think about it. 

Awesome work. I know you don't take requests yourself, but you may want to consider getting in touch with jotd (https://jotd666.itch.io/) who has done some amazing transcodes/ports to the Amiga. He'd hit the ground running with your source base...

Added (untested on real hardware)

Let me know what I can do!

I can help with coins/credits if you like!?!

Yet to try it, but you should add your own entry into the hash/neogeo.xml file so you don't need to masquerade as Super Side Kicks.

Never seen Xevious (puzzledp) hang in MAME and I've run it literally hundreds of times!?!

Blog entry

That is way cool!!!

'mame puzzledp' or 'mame neocdz -cdrom xevious.iso'

Beta2 will remove the need for masquerading as puzzledp