Re: Super Mario Brothers for the IIgs Updated [message #337891] |
Tue, 21 February 2017 03:02 |
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Originally posted by: coach41
On Saturday, April 17, 1999 at 12:00:00 AM UTC-7, Lucas S. wrote:
> Greeting,
>
> A new version of the demo has been posted and ready to be pounded on.
> Come get it at http://www.d.umn.edu/~lscharen
>
> This is version 22/7 (halfway there :-) )
>
> Changes from the old 0.20a demo
>
> - a bit faster
> - a bit smaller
> - more enemies
> - more complete levels
> - many many bug fixes
> - some emulator compatibility issues worked on
>
Replying to an old thread. Thanks to a post in A2-Central, I was poking around Brutal Deluxe's site and read about Mr. Sprite which led me to read about Lucas's generic Tile Engine and his Super Mario Conversion.
I'm about to bring some spotlight back to both GTE and Super Mario with an article on both for Retrogaming Times Monthly in the next issue. It was a lot of information to read on the Apple IIGS capabilities and how many people tried to work around things.
Too bad Lucas isn't around these parts anymore. It would be interesting to hear his thoughts now since the Apple II community is still alive and kicking.
Donald
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Re: Super Mario Brothers for the IIgs Updated [message #337962 is a reply to message #337891] |
Tue, 21 February 2017 16:38 |
Steve Nickolas
Messages: 2036 Registered: October 2012
Karma: 0
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Senior Member |
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This all reminds me that I've been wondering how well the GS could handle
Commander Keen 4.
There's a project called "ckmodsrc", which supposedly is a reconstructed
source tree for the engine used in 4-6, but I haven't tried to get it to
work with those games, and I haven't tried to do anything with the clone
"Commander Genius" either since it's meant for modern OSes.
Whatever way it would go - I think if Wolf3D can be done, Keen probably
can too. And since the default graphics mode of the GS is 320x200x16...
-uso.
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Re: Super Mario Brothers for the IIgs Updated [message #338852 is a reply to message #337962] |
Tue, 07 March 2017 01:06 |
magnusfalkirk
Messages: 224 Registered: October 2012
Karma: 0
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Senior Member |
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On Tuesday, February 21, 2017 at 3:38:01 PM UTC-6, Steve Nickolas wrote:
> This all reminds me that I've been wondering how well the GS could handle
> Commander Keen 4.
>
> There's a project called "ckmodsrc", which supposedly is a reconstructed
> source tree for the engine used in 4-6, but I haven't tried to get it to
> work with those games, and I haven't tried to do anything with the clone
> "Commander Genius" either since it's meant for modern OSes.
>
> Whatever way it would go - I think if Wolf3D can be done, Keen probably
> can too. And since the default graphics mode of the GS is 320x200x16...
>
> -uso.
I tried getting to the website and when I was redirected to this site: http://iigs.dreamhost.com/ I got a server error. Hope the page is available again soon.
Dean
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Re: Super Mario Brothers for the IIgs Updated [message #338863 is a reply to message #338852] |
Tue, 07 March 2017 11:48 |
Aaron Daughtry
Messages: 226 Registered: July 2013
Karma: 0
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Senior Member |
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On 2017-03-07 06:06:35 +0000, magnusfalkirk said:
> On Tuesday, February 21, 2017 at 3:38:01 PM UTC-6, Steve Nickolas wrote:
>> This all reminds me that I've been wondering how well the GS could handle
>> Commander Keen 4.
>>
>> There's a project called "ckmodsrc", which supposedly is a reconstructed
>> source tree for the engine used in 4-6, but I haven't tried to get it to
>> work with those games, and I haven't tried to do anything with the clone
>> "Commander Genius" either since it's meant for modern OSes.
>>
>> Whatever way it would go - I think if Wolf3D can be done, Keen probably
>> can too. And since the default graphics mode of the GS is 320x200x16...
>>
>> -uso.
>
> I tried getting to the website and when I was redirected to this site:
> http://iigs.dreamhost.com/ I got a server error. Hope the page is
> available again soon.
>
> Dean
The wayback machine is your friend:
http://web.archive.org/web/20090615030656/http://iigs.dreamh ost.com/
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