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5 NeutralAbout MikeDX_
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I've now uploaded both the 2600 and Space Invaders emulators source code to github https://github.com/MikeDX/si_gba/ https://github.com/MikeDX/2600_gba/ Now to see if it will squeeze into the new devkitpro gba setup!
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Where on earth did you find this? I ported this years ago and uploaded it anonymously to what used to be Dave's classics along with my pacman and space invaders emulators. I recall @Andrew Davie on IRC at the time doing some amazing work on his emulator. He had full speed, i had about 1fps. Kinda wish I still had all those other emulators + code. Was a fun time back then.
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Hot on the heels of my pitfall and pacman remakes, I present you my work in progress space invaders you can play it online here: http://js.mikedx.co.uk/invadersa2600.html I've tried hard to make this as faithful as possible. The saucer code, invisible invaders and moving shields code is already in, but not activated / selectable yet. use cursors to move, space to fire. The code is on github for those interested. https://github.com/MikeDX/div-spaceinvaders2600 Enjoy, and please as usual give me all the feedback you can
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I've found this thread whilst looking for some info on the pacman ghosts AI for my pacman-ce remake using SDL, aimed at linux primarily but obviously welcome ports to other platforms. Just wanted to say thanks to those involved in pulling it apart, and a big thanks for the very description explanation of how the ghosts move. Since there is no current doc on the movement of the ghosts in pacman-ce on the 360, I'll make mine use the "classic" AI of the ghosts... I'll keep you all up to date, in another thread though as I dont want to hijack this one.