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rayik

Native Spirit 003

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Did some Googling after playing the Native Demo and found sourceforge page for Native Spirit 003.

 

More searching indicates James Garvin from OMC Games worked with the source code to try to add music, graphics and additional levels. James listed changes he made in post #24 here. Elsewhere James stated he had 12 levels for the game.

 

The sourceforge page has a .zip file containing source code which I've attached. I do not know enough to compile this. I would appreciate if someone with a dev setup could compile this and see if it's James improved version. If it is, I'd also appreciate if someone could either post or send me the binary.

 

In looking at the source, I think this is only the original Duranik source code.

spirit003.zip

Edited by rayik

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I thought the sourceforge page had listed the main aim of the project being replacing the graphics.. which seemed odd as Native relies heavily on those to appear as impressive as it does - they're awesome.

 

Those posts you link to are 12 years old, the sourceforge is more like half that and there's really nothing there that brings the game on in any meaningful manner. I looked at the sourceforge stuff a little while back and briefly glanced at things, I planned on using some of the assets for some quick rB+ tutorials and demos, just to show how easily some of that stuff could be put together with them.

 

If there were 12 more levels they only exist on paper or in private, they are not part of that sourceforge repo. I think I remember how the level was implemented (object paths pre-defined and triggered via a screen refresh counter - forgive me if I'm wrong, it was only a glance and it wasn't the reason I was looking). God help anyone who sat and implemented the 2nd half of the first level and another 11 following it by that method, they'd have to be some kind of sadist.

 

As always with shmups and games with similar characteristics, while the tech that makes the game appear on screen is important and something that can make a big difference, it's the tools and design skills that do the tech justice that's a whole nex level prospect... probably a reason why demo coders begin making shmups that might look super impressive a week after they begin but then sit and rot... as the real battle is providing everything necessary for a designer to implement their ideas in a creative manner.

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Hi,

 

I asked the same question 4 years ago about how to compile the game to try get something playable on the Atari Jaguar section of the Yaronet french forum.

Direct link is here so you will see some screenshots of both games, Native and Native Spirit and you will find the link do download the version 1.

 

This YT video shows a playable version Native Spirit: http://www.youtube.com/watch?v=k5yNR4RQScc

 

It explains a bit what Native Spirit is:

Taken directly from the Native Spirit SourceForge project page - "NATIVE SPIRIT is an adaptation of Duranik's Atari Jaguar NATIVE DEMO with a main objective of replacing all graphics from the original side-scrolling shooter."
Jason "MegaData" Data is heading up this project, which has had it's 2nd official revision release, which this video portrays.
This is a work in progress.
The music playing during the video playback is NOT present in the game, but was added by me to "pass the time."
This revision of Native Spirit does not have audio.

 

Unfortunately I could never get anything playable: as far as I understood, the files have to be compiled but doesn't know how to.

Edited by Felyx
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The Spirit 3 release notes are different from the one in the Duranik open release. The video link provided by Felyx states version 2. When I'm done with my eprom project, I'll try to figure out how to compile this.

Edited by rayik

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Jason "MegaData" Data is heading up this project, which has had it's 2nd official revision release, which this video portrays.

 

Since 'MegaData' has been too busy for the last 20 years campaigning for the abolishment of CD recorders (and any other device capable of copying anything), because according to him nobody has a legal use case to own one - might explain why Fuck All was ever done.

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The demo tears when a lot is on screen. Adding audio will only make the bus contention worse. Which probably explains why it's silent.

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:-) Nice to hear the comment:The music playing during the video playback is NOT present in the game, but was added by me to "pass the time.".

 

Seen people feature games for the commercial magazines and comment on how good the 'in-game' music is, based on YouTube videos, (rather than trying the game themselves), without realising said music was'nt actually in said game, as it never had any in-game music.

 

Should help anyone attempting the same in future ;-)

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