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masteries

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About masteries

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  1. I am working on the demo, preparing Mission 1 and Mission 5 levels, stay tuned...
  2. Its so beatiful. The preservation is more than awesome, its appears completely as first day, new and unused! The price is pretty far, but look at its beauty has no cost at all xD
  3. Not really yet, Many of my past games were released for GP2X or PS2: FireWhip was a great collaboration: https://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,35,2911 Masteries Runners is a technical demo of a extremely high performance pseudo 3D road engine, I think this can be suitable for STE, but requiring a sprite format without background cleaning: https://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,28,2917 Also released for PlayStation2: https://www.youtube.com/watch?v=Sjz_zElwVCI A remake of a ZX Spectrum game, "Viaje al Centro de la Tierra" (Journey to the Center of the Earth), incomplete remake sadly; level 2 is complete: https://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,35,2845 -Recently, I started the development of games in a serious way...
  4. Greetings mates, lovers of Atari, Some years ago I acquired a never used, a brand new (non opened box), Atari STE computer. That is really a great machine, heavily underrated machine. Quickly I update it with 4 MB SIMM RAM modules... and I started on the search about how to program for it using C language... some time after I reached this state: This demonstration illustrates many of AGT libraries features, such fast sprite drawing routines, frame slipping, smooth scrolling and dualfield colouring technique, in order to increase the number of colours far beyond 16 usual ones. It is designed and running on a standard 8 MHz Atari STE with 4 MB RAM at 50 frames per second. Loading from diskette is granted, but hard drive or new sd card reader for extended joystick port is easier and recommended. Due to games developed on this way requires plenty disk space; this demo loads up to 3.1 MB of data, 512 KB of them are used for music and fx effects, other 512 KB are needed to store the extremely detailed NeoGeo quality level map graphics; the rest of them are for sprites; where many animations are not yet programmed, but these frames are being loaded. Sound is completely based on digital sound samples, mixed in a Real-Time manner; 3 voices at 12,5 KHz, arcade sound quality. The Yamaha YM2149 is not used in this example. Original game code is not used here. Game code is programmed on C language using STE oriented libraries, the digital audio mixer is written on 68k assembly. Original Metal Slug name, graphics and sounds/musics are property of their respective owners.
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