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Thread: WIP mod for KETM

                  
   
  1. #1

    Default WIP mod for KETM

    Thanks to Deniska for
    KETM

    I am working on a mod for it based on the game
    1941
    my newest work is on page 3
    deniska's build 0.06 is bottom page 2
    any feedback would be welcome

  2. #2
    PSP Coder deniska's Avatar
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    Very nice!

    BTW, you can easily script the order in which your enemies come out; timing; warning messages; etc.. just check the level data files - they are all plain text files..
    The next release will have the mod (mod/xm/it/s3m) music and wav fx support.
    So you can start composing your tracker music ;-)
    I could trhow in ogg support but it takes too much CPU from rendering the screen...

    I am working on some speed optimizations too...
    BTW, you can change the size of all graphics in the game as long as it's proportional - collision detection will pick it up...
    In general the smaller the sprites the faster the rendering goes...

    Have fun and I hope to see even better mod soon,

    DENIS

  3. #3

    Default cool

    yeah mucking around with it
    is it possible to
    -change frequency of cloulds so as to add graphics without overlap
    ie have islands and clouds without producing large bmp for fluent background
    -store modded graphics in sub folder or access them from dat file
    -change number of frames in an animated bmp
    -change default background or colour not covered with clouds in levels
    -use png instead of bmp
    and is any info available from open source as to what parameters can be used
    any info or link will be much appreciated

    again choice port hope to do it justice in its final form.

  4. #4
    PSP Coder deniska's Avatar
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    Quote Originally Posted by bourbon bot
    yeah mucking around with it
    is it possible to
    -change frequency of cloulds so as to add graphics without overlap
    ie have islands and clouds without producing large bmp for fluent background
    -store modded graphics in sub folder or access them from dat file
    -change number of frames in an animated bmp
    -change default background or colour not covered with clouds in levels
    -use png instead of bmp
    and is any info available from open source as to what parameters can be used
    any info or link will be much appreciated

    again choice port hope to do it justice in its final form.
    You'll have to change the code for this...
    I could send you the src & the make for cygwin if you want to play around with it..
    I already decreased the number of clouds in my new version..
    I could easily code both background & clouds.. but there is a substantial frame rate decrease.. I am still trying to figure out the best way to make the game both looking nice and still be fast & playable...

  5. #5
    PSP Coder deniska's Avatar
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    just added the screen shot option to my code..
    here is your screens ;-)

  6. #6
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    anybody know where the game itself can be found? ive googled it but not found the psp port, the original, that is needed for the mod. any help?

  7. #7
    DS User Predator's Avatar
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    <A HREF="http://psp-news.dcemu.co.uk/files/KETMcomp.zip">Download KETM</A> or visit there <A HREF="http://www.studio-grey.com/ketm/">Homepage</A>

  8. #8
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    i did visit their homepage but didnt see the dl. thanks!

  9. #9
    PSP Coder deniska's Avatar
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    Here is some unofficial build for all ya modders out there...

    It includes basic sound support (mod music/ wav fx)
    screenshot (R-TRIGGER)
    lot's of bug fixes and performance improvements..

    I'll list them in the official release...

    The graphics and game data is mostly from 1941 mod (with minor changes)

    DENIS

  10. #10
    PSP Coder deniska's Avatar
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    Good job, man!
    Played your mod for 2 hours :-)

    One small comment: resize the width of the background to PSPs width: 480px. This way the image load size will be smaller and ,hopefully, it's gonna scroll a bit faster since there is less re-scaling for the CPU...

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