AukonDK
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Posts
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AukonDK got a reaction from Spider in MM and JSW ports to SDL2
Oh and here are the Linux builds. Great for the Steam Deck but you'll need to set up the controller to push the right keys.
fawtytoo MM JSW linux.zip
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AukonDK got a reaction from jetsetdanny in MM and JSW ports to SDL2
Oh and here are the Linux builds. Great for the Steam Deck but you'll need to set up the controller to push the right keys.
fawtytoo MM JSW linux.zip
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AukonDK reacted to Norman Sword in MM and JSW ports to SDL2
Can confirm Both of the above run on my windows 10 PC.
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AukonDK got a reaction from jetsetdanny in MM and JSW ports to SDL2
I gave it a go. This is for 64 bit Windows and I included the SDL2 dll it needs. Ran fine in Wine so fingers crossed.
fawtytoo MM JSW win64.zip
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AukonDK got a reaction from Norman Sword in MM and JSW ports to SDL2
I gave it a go. This is for 64 bit Windows and I included the SDL2 dll it needs. Ran fine in Wine so fingers crossed.
fawtytoo MM JSW win64.zip
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AukonDK got a reaction from manic986 in MM and JSW ports to SDL2
I recently found these 2 ports, written in C and SDL2 by Github user "fawtytoo". They seem very faithful to the Speccy original with a few bugfixes. You can even enable the copy protection on JSW with a tweak to the source code.
No binaries available but they compiled quite easily on Linux. They are also on Portmaster if you have one of those Anbernic or Powkiddy handheld devices (this is where I found them initially).
https://github.com/fawtytoo/ManicMiner
https://github.com/fawtytoo/JetSetWilly
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AukonDK got a reaction from Spider in MM and JSW ports to SDL2
I recently found these 2 ports, written in C and SDL2 by Github user "fawtytoo". They seem very faithful to the Speccy original with a few bugfixes. You can even enable the copy protection on JSW with a tweak to the source code.
No binaries available but they compiled quite easily on Linux. They are also on Portmaster if you have one of those Anbernic or Powkiddy handheld devices (this is where I found them initially).
https://github.com/fawtytoo/ManicMiner
https://github.com/fawtytoo/JetSetWilly
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AukonDK got a reaction from jetsetdanny in MM and JSW ports to SDL2
I recently found these 2 ports, written in C and SDL2 by Github user "fawtytoo". They seem very faithful to the Speccy original with a few bugfixes. You can even enable the copy protection on JSW with a tweak to the source code.
No binaries available but they compiled quite easily on Linux. They are also on Portmaster if you have one of those Anbernic or Powkiddy handheld devices (this is where I found them initially).
https://github.com/fawtytoo/ManicMiner
https://github.com/fawtytoo/JetSetWilly
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AukonDK got a reaction from CPL in JSW with scrolling
Excuse the resurrection of an old thread but @CPL has posted a full playthrough of this on their Youtube channel.
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AukonDK got a reaction from JianYang in JSW with scrolling
Excuse the resurrection of an old thread but @CPL has posted a full playthrough of this on their Youtube channel.
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AukonDK got a reaction from Spider in JSW with scrolling
Excuse the resurrection of an old thread but @CPL has posted a full playthrough of this on their Youtube channel.
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AukonDK reacted to Gyrominiac in Unknown modern-ish JSW remake
the uploader of this video is andy noble (MM PC and JSW PC creator)
i emailed him about it a week ago and he responded with this:
"Yes, that's pretty much what that version was. I just used the graphics from the mobile version and used Matts music but rewrote the engine. It never got released as the guy who holds the copyright never returned any correspondence. Paul, who did the graphics, was happy for me to use them but didn't have the right to sign it off."
so, to clear things up;
the java mobile remake was made by numfum gmbh (the lovely graphics were drawn by paul vera-broadbent)
the JSW version shown in the linked video is a mix of the java version and the PC remake, created by andy noble (which went unreleased due to weird copyright crap, and i'm pretty sure the ending graphics shown in the video aren't in the java version)
anyway hi i've been lurking here for a bit and i just decided to join this site today, i'll post here again when i have cool stuff to show
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AukonDK reacted to DigitalDuck in Manic Miner Redux
Good news, should be seamless in the future then.
I explicitly wanted the ability to have different tiles use the same colour scheme - other ports of the game (plus JSW2/+) allow for this, and it means you can do monochrome levels, fake blocks, and other interesting things. Generally speaking for every choice like that I'm picking "the one that gives more options".
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AukonDK got a reaction from jetsetdanny in Manic Miner Redux
Working fine on my desktop and Deck. 👍
On the subject of colours, everytime I was trying to create a format for my levels I would be torn between using a normal table index to say what tile was in each spot or to use the attribute value like the original. The former gives more flexibility but the latter both made it easier to port over the original levels but also forced each tile to have unique colours.
There were lots of things like that; do I write it with modern functions and hope it feels the same or do I try to step through the assembly and do everything the same, bitwise transformations and all. Some of them, once I got my head around what was happening, seemed so clever it was a shame to replace them.
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AukonDK got a reaction from DigitalDuck in Manic Miner Redux
Working fine on my desktop and Deck. 👍
On the subject of colours, everytime I was trying to create a format for my levels I would be torn between using a normal table index to say what tile was in each spot or to use the attribute value like the original. The former gives more flexibility but the latter both made it easier to port over the original levels but also forced each tile to have unique colours.
There were lots of things like that; do I write it with modern functions and hope it feels the same or do I try to step through the assembly and do everything the same, bitwise transformations and all. Some of them, once I got my head around what was happening, seemed so clever it was a shame to replace them.
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AukonDK got a reaction from Spider in Manic Miner Redux
Got it working on the Steam Deck. I unpacked the exe and repacked for Linux. The unpack was missing sounds so I replaced what I could. Also I needed to add -f to the command to force a fullscreen.
This has inspired me to dig out my old projects. Not sure if I'll stick with Love2d or give Godot a try this time but your version certainly shows it's possible to keep that Speccy feel in a Godot project.
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AukonDK got a reaction from Spider in Manic Miner Redux
Working fine on my desktop and Deck. 👍
On the subject of colours, everytime I was trying to create a format for my levels I would be torn between using a normal table index to say what tile was in each spot or to use the attribute value like the original. The former gives more flexibility but the latter both made it easier to port over the original levels but also forced each tile to have unique colours.
There were lots of things like that; do I write it with modern functions and hope it feels the same or do I try to step through the assembly and do everything the same, bitwise transformations and all. Some of them, once I got my head around what was happening, seemed so clever it was a shame to replace them.
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AukonDK got a reaction from jetsetdanny in Manic Miner Redux
Got it working on the Steam Deck. I unpacked the exe and repacked for Linux. The unpack was missing sounds so I replaced what I could. Also I needed to add -f to the command to force a fullscreen.
This has inspired me to dig out my old projects. Not sure if I'll stick with Love2d or give Godot a try this time but your version certainly shows it's possible to keep that Speccy feel in a Godot project.
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AukonDK got a reaction from DigitalDuck in Manic Miner Redux
Got it working on the Steam Deck. I unpacked the exe and repacked for Linux. The unpack was missing sounds so I replaced what I could. Also I needed to add -f to the command to force a fullscreen.
This has inspired me to dig out my old projects. Not sure if I'll stick with Love2d or give Godot a try this time but your version certainly shows it's possible to keep that Speccy feel in a Godot project.
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AukonDK got a reaction from jetsetdanny in Manic Miner Redux
Very impressive. I've been trying to make something like this on and off for years using Love2d/Lua but I kept getting hung up on details and focus. I went from having a version with a built in level editor to attempting to translate the disassembly exactly into Lua. I even thought I could resurrect JSW Online and have multiplayer.
I did manage to recreate the attribute colour clash using shaders which is probably my most proud moment. And I could switch between that and Andy Noble's sprites while playing.
I'm going to see if I can get Redux running on my Steam Deck, the executable you posted works fine with Wine but native Linux builds would be appreciated.
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AukonDK reacted to DigitalDuck in Manic Miner Redux
Level editor is planned for the future but I wanted to release in stages for a similar reason - if I just tried to put everything I wanted in the game all in one go then it'd never be done.
I do have an implementation of colour clash but I decided not to include it in the end as my version allows for guardians to overlap level cells and I couldn't make that behave in a way I was happy with; it wouldn't be sustainable with potential future goals anyway.
I'll definitely get a Linux build sorted in the next week or so, I don't have access to the computer Redux is on at the moment.
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AukonDK got a reaction from Spider in Manic Miner Redux
Very impressive. I've been trying to make something like this on and off for years using Love2d/Lua but I kept getting hung up on details and focus. I went from having a version with a built in level editor to attempting to translate the disassembly exactly into Lua. I even thought I could resurrect JSW Online and have multiplayer.
I did manage to recreate the attribute colour clash using shaders which is probably my most proud moment. And I could switch between that and Andy Noble's sprites while playing.
I'm going to see if I can get Redux running on my Steam Deck, the executable you posted works fine with Wine but native Linux builds would be appreciated.