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The princess maker 1&2 source code for PC98 is out. I don't know if anyone really cares, and if you did, you probably heard about it, but does anyone on Heyuri have any ideas of what to do with it?

https://github.com/ritsuro/PrincessMakerPC9801
https://github.com/ritsuro/PrincessMaker2xPC9801
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obviously making modded versions or new games entirely with it would be the thing to do.
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>>166255
One of my all time favourite games . Unfortunately I can’t code for shit so I’ll proceed to do nothing
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>>166264
Being able to code is one thing, being able to code PC98 games is another. You'd have to be a turbo-otaku to do something with this.

I hope someone does.
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>>166278
Port it to uh .. I dunno. PC-88? :sweat2:
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>>166280
add heyuri-tan~
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>>166278
pc98 programming is just MS-DOS programming with a different memory map and peripherals

admittedly, you would still need to be a bit of a turbonerd to do it, but it isn't too bizarre to work with if you've done any low level PC programming at all
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some people dont know that truly good people end up nowhere and unabble to make the world a good place...and all the people lauded in the media as do-gooders of some renown are just robots .everything is controlled. to truly make the world a good place...money must be done away with[ lol people will crush you..just to have a little xtra thats what the ''city'' is for to create monsters] 1. no money.2 everyone lives from the land and makes their own essentials. no electric,no cars,etc....and then the good and evil people would havve to recognize each other and ..war...and perhaps after the dust settles..and everyone lives from the land..not enslaved ..in small loving communities...then perhaps the world may become a good place....but that is a fantasy..we have alien masters or demons that want us to suffer. or perhaps just play ole human hierarchy of evil ....one thing i have learned..is if you are truly good and unbending..you will suffer and your road will be arduous....so dont try to make the world abetter place...just watch your back and be wary and if you want things and the life..you have to be both a minion..and smart..and of some use.....i think of all the kids misled by ''make the world a better place''crap...fear and greed are powerful things watch out for them in people.
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>>166255
Does this have something to do with GAINAX closing its doors recently?
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>>166310
I think it was, given the repo went public i think literally the day GAINAX shut (though uploaded/backed up months before)
Voicelines were... i think taken out, so if the remakes were made by someone else, it's probably to preserve their value.
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>>166255
she's cute!
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it would be much faster for a programmer to code such game from scratch than learning this repository
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>>166399
You are probably right, I was thinking how funny it would be to replace the assets and dialog to create "NIGGA MAKER" but it could probably be done much faster just using raylib.
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I'm baffled by how seemingly most or all of the game is written in pure assembly language. Was this really nessecary for a visual novel style game running on PC in 1993? Especially one they planned on porting to multiple platforms .. :glare:
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>I'm baffled by how seemingly most or all of the game is written in pure assembly language
The devs were probably more familiar with it since it was still the norm, and the hardware constraints of the time were still pretty hefty even for 2D games. The games are probably quite taxing on the CPU and memory with all the calculations required and data being processed, and they have (for the time) hi-res graphics which did not come free
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compilers and hardware back then were way more constrained. nowadays compilers do stuff like optimizing code and stuff, so an assembled C program can be more efficient than ASM entirely written by a human by hand.

but at that time it was typically more efficient for a human to manage all that low level logic on their own. most games on old consoles liek the genesis are done this way. Sonic Spinball is an exception and was programmed in C, but it has performance issues because of it IIRC
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in 1993, on x86, writing in asm is definitely a bit baffling, but not entirely out of the norm, especially if you want to support 8086/8088 class hardware (earlier pc-98 machines)
but if you're targeting a 386 or better, you might as well write in C (⌒∇⌒ゞ)
and even if you're targeting a 286, you could (eg, wolf3d)

one thing to note: sonic spinball was made in like 3 months (seriously), they genuinely didn't have any time to optimize anything
it's also way slower hardware (a 7Mhz 68000), but a lot of the issue was just that they didn't bother making it run well, they needed it done fast
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>>166603
a sonic game that needed to be done fast?
hmm
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>>166577
The norm???? How was assembly the norm in the 1990s? Civilization had already switched to LISP by the 70s... Nobody was writing assembly outside of specialized stuff like consoles in the 90s
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>How was assembly the norm in the 1990s?
In the early 90s, in video game development? Quite easily - all of the popular systems (and computers outside of the very high-end that the vast majority could not afford) were using hardware from the mid-to-late 80s at best. Games being written in assembly during that time is fairly well documented, it's not a secret :unsure:


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