Search found 61 matches

by gerstrong
Sat Jul 17, 2010 8:00 pm
Forum: Coding
Topic: 32 and 64-bit UNLZEXE
Replies: 7
Views: 21977

Ahh cool! Seems pretty nice.

I had no idea that someone before did it. My version is C++ Code. I also checked it with valgrind and a newer compiler, but I think that code is also a good one.
by gerstrong
Tue Jul 13, 2010 9:28 am
Forum: Coding
Topic: 32 and 64-bit UNLZEXE
Replies: 7
Views: 21977

I don't know about that version. The code is based on version 0.8 or 0.9, I don't remember, and I fixed a lot of segmentation faults and memory leaks. I also adapted the variables forcing to be the same size so the algorithms work properly. That is all...

Your link seems to be broken.
by gerstrong
Sun Jul 04, 2010 8:04 am
Forum: General
Topic: About UNLZEXE
Replies: 12
Views: 12486

Sorry guys, but you hurt my feelings. So I am ... , you know what, and not going to release it..... :-( Just kidding! Here it is: :-D http://sourceforge.net/projects/clonekeenplus/files/ Here is the file tree of the Commander Genius Project. Just open "Tools->unlzexe" and pick it for your ...
by gerstrong
Sun Jul 04, 2010 8:00 am
Forum: Coding
Topic: 32 and 64-bit UNLZEXE
Replies: 7
Views: 21977

It seems, that there are guys who are interested.

Give it a try:

http://sourceforge.net/projects/clonekeenplus/files/

Here is the file tree of Commander Genius. Just open "Tools->unlzexe" and pick it for your system. Have fun!
by gerstrong
Fri Jul 02, 2010 4:57 am
Forum: Coding
Topic: KeenQuill
Replies: 15
Views: 30533

If you want to use SDL you might be using C/C++. There are ports for other languages, but I doubt, that they are as solid. The documentation of SDL is not even the best. I learned a lot of things by trail and error.

A good tutorial is here:

http://lazyfoo.net/SDL_tutorials/index.php
by gerstrong
Fri Jul 02, 2010 4:53 am
Forum: Coding
Topic: 32 and 64-bit UNLZEXE
Replies: 7
Views: 21977

That's good to know. I hope it will be in future... ;-)
by gerstrong
Fri Jul 02, 2010 4:45 am
Forum: Coding
Topic: Ahhh.. GARG.
Replies: 3
Views: 11592

That carmack stuff is really a pain. I was thinking about creating a real carmack program. CG can also already uncarmack just fine, I imagine you want to pack with carmack. If I hadn't much to do with CG I would have written a fast tool that could do carmack without Dosbox.
by gerstrong
Fri Jul 02, 2010 4:39 am
Forum: Vorticons Tile Property Tools
Topic: Tileset Tool - The V2 Tileset Editor (Updated 2012-12-29)
Replies: 74
Views: 158383

Whoa, nice! I am making a patch right now which would allow 910 (sloped) tiles and (maybe) up to 8 animation frames per tileset in Keen1; if you want to make it support that I would be grateful. Hey I think CG already can do that. Not sure, never tested it, but I never meant to limit it to 4 frames...
by gerstrong
Fri Jul 02, 2010 4:34 am
Forum: General
Topic: About UNLZEXE
Replies: 12
Views: 12486

That is the problem I see here... Sorry, if I have to talk about this, but I created a newer version of UNLZEXE. It's a bit faster and runs on any operating system, regardless if 64 or 32-bit. I wrote about it some months ago, but nobody was interested. It's the version 0.81 and it can handle Keen1-...
by gerstrong
Mon Dec 28, 2009 12:12 am
Forum: Coding
Topic: 32 and 64-bit UNLZEXE
Replies: 7
Views: 21977

32 and 64-bit UNLZEXE

Hi guys, I'm not sure how you unpack your Exe-files, but I discovered, that this is only possible using DOSbox (under Linux only), which seems to be 16-bit emulation as it is DOS. I have discovered some source code, which was broken but very recent, version 0.8, and I fixed it adapting it to newer s...
by gerstrong
Sat Dec 26, 2009 4:59 pm
Forum: Coding
Topic: Map mode
Replies: 10
Views: 18715

I see, I come a bit too late.

I hope you solved your problem.

In the new version of CG we have been meddling around with the Messie algorithm. It is working like in the original...
by gerstrong
Sat Dec 12, 2009 6:19 pm
Forum: Patches: Marooned on Mars
Topic: ARTICLE: Modding teleporters in Keen 1
Replies: 9
Views: 20186

Sprite Number Teleporter Style Destination Number $21 (33) Snow 1 $22 (34) Snow 2 $23 (35) Snow 3 $2D (45) Dirt 1 $2E (46) Dirt 2 $2F (47) Dirt 3 Hello, I imagine that works great with mods, but there is something I don't understand. The original map has the sprite numbers (dec) 38, 41 and 46. The ...
by gerstrong
Sat Aug 01, 2009 11:22 am
Forum: Coding
Topic: Keengraph and masking
Replies: 14
Views: 23854

Hey, that effect is very nice. Why don't Keen 1-3 programs use this? I have enhanced the support for Commander Genius.

Thanks for the info!
by gerstrong
Fri Jul 31, 2009 1:25 pm
Forum: Patches: Marooned on Mars
Topic: Change 'background' tiles
Replies: 7
Views: 18195

Looking at the assembler code, there is just one thing I would like to know. How does the original game proceed the to be changed tiles? I really would like to know.
by gerstrong
Thu Jul 30, 2009 5:51 am
Forum: Patches: Marooned on Mars
Topic: Change 'background' tiles
Replies: 7
Views: 18195

thanks a lot levellass, this patch is really nice. However I want to know what the original game does. Maybe I can use the addresses to figure it out. Is this some sort of loop with every $0D repeating? There must be a value(reference) which is always changed. I only want to know which of them is. I...