keendreams / keen Goto Github PK
View Code? Open in Web Editor NEWKeen Dreams on Greenlight!
Home Page: http://steamcommunity.com/sharedfiles/filedetails/?id=315040793
License: GNU General Public License v2.0
Keen Dreams on Greenlight!
Home Page: http://steamcommunity.com/sharedfiles/filedetails/?id=315040793
License: GNU General Public License v2.0
for some reason, refkeen has issues running Catacomb Apocalypse and Armageddan, and yes, SDL2.dll and libspeexdsp-1.dll is copied to each game folder, (I have individual folders for all the Catacomb games supported by RefKeen, each folder has their own SDL2.dll and libspeexdsp-1.dll, along with their own respective executable files)
I specifically downloaded Apocalypse and Armageddan from DJ OldGames, I later tried seeing if Terror and Curse of the Catacombs (The later versions of Apoc. and Arma. re-released by Froggman) but they weren't read by Refkeen either
Do you plan on doing a similar source port like refkeen for Hovertank-3D?
here's a link to DJ OldGames, this link will take you to a page on the site that includes a download for Catacomb Apocalypse
http://www.oldgames.sk/en/game/catacomb-apocalypse-the/
Here is a screenshot showing the downloads
I added an improvement to the id_in code ...
https://github.com/sparky4/16/blob/master/src/lib/16_in.c#L870 ^^;
what do you think of this? ^^;?
When compiled with GRMODE = CGAGR, in DOSBox the program stops when loading game with the message: "CA_FarRead doesn't support 64K reads yet!"
This makes the 1.13 map data unusable without it. Do you have any intention on adding these in?
EGAHEAD/EGADICT are the same in 1.13 as in the repository.
Hi,
i having trouble to start the game, i able to install only board C++5.5.
So i only got the bcc32 command and when i change the make file to bcc32 instead of bcc i got a lots of errors.
Can you explain me how to install the right board C++?
I found in google the right version only in dos emulators, but from my understanding i can run the make file from there.
So first of all, I am really excited about this release. I have find a lot of fun in porting things and changing games for modern systems and such. I have a few issues and some things I wanted to bring up, just for discussion and general interest.
First, the way you have to compile it. There are multiple versions of Borland C++, and many companies have owned it, changed it, etc. Even with a version number and compiler name, it is proprietary and commercial, and I didn't want to go searching for different versions and such as I'm not sure who owns what and what versions are good or popular. It is very confusing. My recommendation with this is to go with something more easily accessed for free, like Visual Studio, GNU C compiler, Eclipse, NetBeans, anything really. I'm not sure how porting project and build files would work, whether it would be a simple task or whether it would take re-writing parts of the project. I would be willing to help in any way that I can. Even so, I think for any future endeavors, changing compilers may be a good idea. Unless there is something I am missing and I'm just stupid. ๐
Another thing is the PIRACY.SCN file. I was curious as to how this worked. It looks like a bunch of characters that doesn't make any logical sense as far as I can tell.
Also, what are the various branches for? They are fairly recent, so I assume they have a good reason. The README is the same though...
Lastly, is there documentation on the files needed for the full game, as well as the file formats used in said game? I don't own the game physically, and I haven't checked the files but I assume it would be useful to know if the graphics files were this, the audio was this, etc.
Thanks for doing this, and I hope good things will come because of the source release! ๐
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