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Revo
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Duke Nukem (AKiMW Hack)
Post Posted: Tue May 12, 2015 8:35 pm
Last edited by Revo on Fri Dec 25, 2015 10:20 am; edited 2 times in total
I'm glad to announce my new project: Duke Nukem (now Tibone & Calindro are also working on this).

It's a hack of Alek Kidd in Miracle World made with KiddEd.



Playable demo is available here: http://www.cartmodding-sega8bit.com/dukenukem/

Don't hesitate to comment and report any bug you can see.

Enjoy!

[Admin: see https://www.smspower.org/Hacks/AlexKiddInMiracleWorld-SMS-DukeNukem-Mod ]
 
  • Joined: 14 Oct 2006
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Post Posted: Tue May 12, 2015 10:11 pm
Okay this is awesome. I haven't played DK1 since I was a kid in the 90s. Are you recreating the original levels?

I need to finish up some computer work here in the next couple months so I can get on with my hacking with Calindro's ZillionEd finally.
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Post Posted: Tue May 12, 2015 10:20 pm
Now, that's doubly awesome!
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Post Posted: Wed May 13, 2015 9:16 am
Last edited by Bock on Wed May 13, 2015 11:51 am; edited 1 time in total
Really nice and creative use of Calindro's tech!
Got stuck at the end of the YEAH screen I assume it's the end of the demo. Some of the jumping is really too hard (I used savestate). Can't wait to see Duke on his motorbike

Added.
https://www.smspower.org/Hacks/AlexKiddInMiracleWorld-SMS-DukeNukem-Mod
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Post Posted: Wed May 13, 2015 11:19 am
Revo wrote
-Pause screen: Radio and little Duke problems, no arrow for selecting the weapon, some number display grey.

I think you know what's the problem there?

Revo wrote
-Title Screen: After Game Over a brown and grey ''P'' display for one sec.

It's the tile you've selected in the Nametable Editor for Title Screen Bottom Left Box. It's the 4th tile from left in the line before the last line.

Revo wrote
-Sound of death only work the first time.

Actually it doesn't work when the jump sound is playing. Your jump sound occupies all channels and silences them (You can also notice it when you jump while the music plays on the noise channel). I can help you fix it.

Revo wrote
-Sometimes after a death around the end of the level, the game stay on a black screen (Probably need the help of Calindro for this one).

That's a bug of the game itself. The function that calculates where to respawn fails when the bottom of the current screen is too low. It needs at least 2 rows at the bottom. So you can avoid the bug by adding a 2nd row of floor tiles.
I'll look into it to come up with a solution to this issue.
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Revo
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Post Posted: Wed May 13, 2015 2:43 pm
@olaf: Can't recreate original level 'cause the maps is too big. But I'm using most of the tile from the original game.

@Bock: YEAH is the end of the demo. Thank you for adding the game on the homebrew section. It's maybe more appropriate to put it on the game modifications section (like AK in RR).

@Calindro: For the arrow in pause screen I would like to be able to delete the one showing the map and keeping the one showing weapon (for now I just deleted the arrow tile). Is that possible?

The radio is not aligned but the bag of coins in the original game ether, strange that the developer didn't fix this bug.

For the colors problem, it's should not be hard to fix.


I will try to update the demo today as Calindro gave me solutions for the sound problem, the ''P'' in title screen and the respawn problem.
 
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Post Posted: Wed May 13, 2015 3:55 pm
Revo wrote
@olaf: Can't recreate original level 'cause the maps is too big. But I'm using most of the tile from the original game.

The size of the level shouldn't be the problem. You can have up to 79 screens per level. The actual problem is that Duke Nukem allows scrolling in all directions, that's not supported by the engine of AKiMW.

Revo wrote
@Calindro: For the arrow in pause screen I would like to be able to delete the one showing the map and keeping the one showing weapon (for now I just deleted the arrow tile). Is that possible?

Yes, I've added a hack for that. :)

Revo wrote
The radio is not aligned but the bag of coins in the original game ether, strange that the developer didn't fix this bug.

They have 2 versions of the big bag tiles.
One of them is part of the compressed tileset that also contains the clouds. This one is meant to be used for nametables because its tiles need to be mirrored to make up the whole bag.
The other version is uncompressed and is part of the sprite tiles. This one is meant to be used for sprites. The sprite tiles that make up the bag sprite are already misaligned in the sprite descriptor but the tiles make up for the misalignment.
In the pause screen they load the sprite version of the bag (which is misaligned) but they can't make up for the misalignment in the nametable.

So the simplest thing you can do to solve it is aligning the sprite tiles in the Sprite Editor: Right click the frame in the framelist to open the Tile Editor (Before the editor opens KiddEd will ask you if you want to align the sprite tiles first - click yes). In the Tile Editor deselect both bottom tiles (because they are already aligned correctly) then press CTRL+Rightarrow to move the selected tiles to the right by 1 pixel.
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Revo
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Post Posted: Wed May 13, 2015 4:55 pm
Demo updated on the link of the first post.

With the help of Calindro all bug cited yesterday are fixed and the rom size is now 256ko instead of 1mo.

I think I can start working on level 2 now :D
 
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Post Posted: Wed May 13, 2015 7:32 pm
Revo great job, this is really excellent :)
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Post Posted: Thu May 14, 2015 12:43 pm
I wasn't seeing this coming. It's a very interesting hack although I don't see the Alex Kidd in Miracle World engine to be well suited for this kind of game. For example, you should make Duke able to shoot all time instead of "punching" (I know the powerup which is Alex Kidd's shooting ability, I mean as a default attack).

I know it's a placeholder, but I liked the fact that you used Battletoads' Surf City music for the title screen.
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Revo
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Post Posted: Thu May 14, 2015 4:26 pm
v0.07 available always on the same link.

-Duke is now always shooting (thanks to Calindro).
-Wood boxes added.
 
  • Joined: 24 Mar 2007
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Post Posted: Thu May 14, 2015 6:36 pm
Duke's legs look really funky when you move him to the left. Looks like there's a frame in there that should be flipped horizontally. Cool hack, though.
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Post Posted: Thu May 14, 2015 8:27 pm
Wow - great work! It really feels like a completely new game already.

I also experienced the flipped legs when moving left, and when Duke shoots, his sprite moves 1 pixel down and stays there?

Haha - nice Duke Nukem style pause/item screen. I'm sure he would personally approve :)

"It's time to kick ass and chew bubble gum. And I'm all out of gum. Damn..."
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Revo
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Post Posted: Thu May 14, 2015 10:19 pm
v0.07b available.

-No more problem when walking left (thanks for the notice I didn't see that).
-No more going down when shooting.
-No more going down on squat position.
-Little preview of level 2.
 
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Post Posted: Thu May 14, 2015 10:29 pm
Hey Revo,

the radio is now misaligned everywhere. It seems like you forgot the following step:
Calindro wrote
In the Tile Editor deselect both bottom tiles (because they are already aligned correctly) then press CTRL+Rightarrow to move the selected tiles to the right by 1 pixel.
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Revo
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Post Posted: Thu May 14, 2015 10:38 pm
Yeah I saw that, it's fixed.
 
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Cool!
Post Posted: Sat May 16, 2015 11:04 pm
Cool, nice idea Revó! Keep up the good work and your Duke Nukem version will be fun and an amazing addition for every Master System collection =)
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Revo
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v0.09a
Post Posted: Wed May 20, 2015 3:51 pm
Thanks for the support.

v0.09a available!

-Level 2 finished (pretty hard, hope you like it).
-Bug with color fixed.
-Physics of Duke changed a little.
-New music by tibone.

Music of level 1 is a conversion of Duke 3D main theme made by tibone.
Music of level 2 is a conversion of "He's Back" (Duke Nukem II) by tibone.

Hope you will like these 2 songs, there are pretty amazing.
 
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Post Posted: Thu May 21, 2015 11:39 am
Really cool update! I love the music!
Haha, 2nd level is very sadistic.
You're very generous to let us start with one more life. :D
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Revo
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Christmas Demo! v0.29
Post Posted: Fri Dec 25, 2015 7:03 am
Merry Christmas everyone!

The last public demo before physical release of Duke Nukem is ready!

Calindro, Tibone and me hope that you will like it.

Changelog resume:

- Level 3 & 4 finished with original music.
- New SFX.
- Duke is now shooting one enemy/block at the time.
- New Title Screen.
- Improvements on level 1 & 2.
- Robots are not flying anymore.


The game is forbidden to the peoples under 16.

Please, don't play in 50Hz.


Enjoy ;)

 
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Post Posted: Fri Dec 25, 2015 7:31 am
Very nice! Thanks a lot!
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Post Posted: Fri Dec 25, 2015 11:48 am
Revo wrote
Please, don't play in 50Hz.

Merry Christmas Revó!

Too bad about the 50Hz thing, no chance for me to buy a copy then.
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Post Posted: Fri Dec 25, 2015 3:10 pm
Then you should have only 20 games (or so) in your collection and of course no GG2SMS conversion ;)

Yesterday I had only few minutes to try the demo on real hardware (I had no access to a real SMS for 2 months) and I only found a SMS in 50Hz.

The game is way better when you have a full screen and musics in 50Hz are not as good as in 60Hz; but the game is more easy, that can be good for children but anyway this game is not recommended for children at all.
 
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Post Posted: Fri Dec 25, 2015 4:51 pm
Yeah I know about your opinion regarding the 50Hz/60Hz thing ;D
Some people play in 50Hz, others in 60. Some people can never be convinced for 60Hz and that must be accepted ;)

If it plays well enough on 50Hz, I am still interested. No matter if the difficulty is easy or not =D I like your little creation a lot dude, you completely changed everything with that editor and nothing remembers me to Alex Kidd anymore, except the bike maybe =D
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Post Posted: Sat Dec 26, 2015 4:55 am
Last edited by Tycho on Wed Sep 28, 2022 9:42 am; edited 1 time in total
..
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Revo
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Post Posted: Sat Dec 26, 2015 10:44 am
SFX only is probably possible, Calindro will be able to answer you. If you want I can do a version of the rom without music but of course it's would be better to have an option on the title screen.

You can already cheat on Duke Nukem with Action Replay codes and Game Genie codes of AKiMW. Like this guy: (btw I think this is the guy sending spam here about GG2SMS conversion). I don't see the point of doing that, the guy use a cheat every 2sec and playing pretty bad.

There will be no other cheat possible in the final version of the game, you will understand why soon when I will start the first pre-order in January.
 
  • Joined: 21 Aug 2012
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Post Posted: Sat Dec 26, 2015 2:09 pm
That game really deserves a manual this time - Please make one. I know it´s a lot of work, but still.. if you start such a project, then it should be completed by 100% =)
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Revo
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Post Posted: Sat Dec 26, 2015 2:46 pm
Of course there will be a manual. It will be easy work compare to the stuffs I've in mind ;)
 
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Post Posted: Sat Dec 26, 2015 11:02 pm
Great news dude! =)
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Post Posted: Sun Dec 27, 2015 2:23 am
If you plan to make a multilingual manual, look left and you'll know what I can do for you ;)

Unless you're browsing from a mobile device.
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Post Posted: Sun Dec 27, 2015 9:39 am
Thank you but I've friends and family in Italia. The only problem for me is German but for that I just have to look up ^^
 
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Post Posted: Sun Dec 27, 2015 10:16 am
Revo wrote
SFX only is probably possible, Calindro will be able to answer you. If you want I can do a version of the rom without music but of course it's would be better to have an option on the title screen.

Yes, it's possible. What kind of interface would you like to have for that? Something like "press 1 to start with sound, press 2 to start without sound"? Or an option in the pause screen so it can always be changed as preferred during gameplay?
@Tycho But why do you want to disable this awesome music? For nostalgia reasons?
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Post Posted: Sun Dec 27, 2015 7:28 pm
An option on the pause screen should be better I think. It's would be cool to have an option to swap button 1 & 2 also.

Seems like you didn't get my last 2 mail?
 
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Post Posted: Tue Jan 05, 2016 2:54 pm
Hey guys, glad you like the music. I tried my best to keep it sounding good and interesting and still Duke related.
The inclusion of the Duke3D theme was an easy choice, since it's such an iconic song.
But since the game is more based on Duke 1 and 2, i decided to do a throwback to the very good soundtrack by Bobby Prince.

And i tried to capture the style of the game with the original songs.

There'll be a VGM pack after the game is available.
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Post Posted: Wed Jan 06, 2016 6:36 pm
Main page of Duke Nukem on my website updated:

http://www.cartmodding-sega8bit.com/dukenukem/

You can now play Duke Nukem online on your browser.

You can also found information about limited pre-order.

And a screenshot preview of level 5 ;)
 
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Post Posted: Wed Jan 06, 2016 7:14 pm
Sent you a mail.

It just keeps looking better and better.

Now, if only someone could get Doom onto the system too... :P
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Post Posted: Sat Jan 09, 2016 11:30 pm
It looks damn awesome Revó.

I know it´s the perfect Master System cover, but using the Sega logo seems to be risky. To use the name Duke Nukem is risky enough, but Sega could be very cranky if they discover that.

I like this cover as it is, but maybe it´s safer to do it like Playgen and Aypok did with the Digger Chan cover?
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Post Posted: Sun Apr 03, 2016 7:49 am
Sorry for the long absence due to medical reasons.

I will be progresslevy back in April.
 
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Post Posted: Mon Apr 04, 2016 11:03 pm
Get well soon, Revó!
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Revo
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Post Posted: Wed Apr 06, 2016 8:38 pm
This one was not censed to be public but like I feel bad about not being able to participate the smspower competition of this year...

Level 5 is complete, enjoy the jet-pack and the amazing music (the song is an adaptation of one of the most Magnifique song of 2015 ;)

 
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Post Posted: Sun Apr 10, 2016 9:34 am
I've added the file to your homebrew page. :)
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Post Posted: Sun Apr 10, 2016 9:46 am
Wouldn't it fit the Hacks section more?
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Post Posted: Sun Apr 10, 2016 5:08 pm
Yes, here's the appropriate section: http://www.smspower.org/Hacks/GameModifications where you can figure out the naming conversation pretty easily. IPS only, please...
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Post Posted: Sun Apr 10, 2016 6:43 pm
badsector wrote
Wouldn't it fit the Hacks section more?

I agree.
I've added it to the Hacks section now.

Maxim wrote
Yes, here's the appropriate section: http://www.smspower.org/Hacks/GameModifications where you can figure out the naming conversation pretty easily. IPS only, please...

Done. But I uploaded some images with wrong names and couldn't find them to rename them so I just uploaded the images again with the correct names. Maybe you can take a look?
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Post Posted: Mon Jul 11, 2016 12:33 am
@Calindro Hi, I just found out about your editor, I was wondering, is there a setting in the editor for making Alex shoot all the time or is that something you hacked specially for Rove's mod?

If it was done specially for Rove I think it would be cool to add that into the editor. I think it would open it up to make more mods.
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Post Posted: Fri Jul 29, 2016 6:14 pm
Hey Revó mate, is there a release date to see at the end of the tunnel? I know you said before the end of 2016 but I´m excited :D
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Revo
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Post Posted: Sun Dec 04, 2016 8:50 am
Here a gameplay video of probably the last demo who will be available when the game is out. All levels have been updated.

 
Revo
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Post Posted: Wed Feb 22, 2017 4:28 pm
The game is done and out.

Final demo coming on March 11.
Duke Nukem.JPG (1.23 MB)
Duke Nukem.JPG

 
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Wow!
Post Posted: Fri Feb 24, 2017 10:51 am
Wow Revó, the game/case, cover and manual look very, very good and professional. Like a real Master System game from the 90´s ^,^ Amazing work dude!
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Post Posted: Sat Feb 25, 2017 1:56 pm
Great work, pal! :)
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