Originally posted by Bluevoodu:
<strong>tarma.... what is your obsession w/ spank the monkey <img src="graemlins/spock.gif" border="0" alt="[Spock]" /> <img src="graemlins/eek2.gif" border="0" alt="[Eek 2]" /> <img src="graemlins/tickled.gif" border="0" alt="[Tickled]" />
†B†V†</strong><hr></blockquote>
The two playable characters are called Chris and Dion... you decide the rest
Originally posted by Makismo:
<strong>I wonder how many megs this new release is going to be? If it is that puzzle game, I doubt it will be alot. It may still be fun though because I think Tetris is neat. </strong><hr></blockquote>
Well it is a beta at this stage so it is hard to tell how big it will be. Right now with no sound or music it is 3.12M or as SNK would do it on their carts 3.12 x 8 = 24.96 (25MEGs). However, there may be a lot of debug crap and other useless stuff taking up space now, and even with the music it may be the same size on final
-Nick
Originally posted by Professor_Mayhem:
<strong>You're all wrong. SNK DEVIL GUI LONG had the first pics of NGF's new game!!!!
<img src="graemlins/loco.gif" border="0" alt="[Loco]" /> <img src="graemlins/loco.gif" border="0" alt="[Loco]" />
-The Reverend 330 Mega</strong><hr></blockquote>
hahaaaaaa
gui rocks.
Originally posted by Professor_Mayhem:
<strong>You're all wrong. SNK DEVIL GUI LONG had the first pics of NGF's new game!!!!
<img src="graemlins/loco.gif" border="0" alt="[Loco]" /> <img src="graemlins/loco.gif" border="0" alt="[Loco]" />
-The Reverend 330 Mega</strong><hr></blockquote>
LMAO!!
Gui is so talented!!
Originally posted by Professor_Mayhem:
<strong>Can't forget the "special" controller...
-The Reverend 330 Mega</strong><hr></blockquote>
WHAHAHAHAAAAAAAAA
man, what would we of done without gui?
Originally posted by DangerousK:
<strong>I bet the going rate for that game will be $1000 US dollars for a bootleg cart with NGF stickers running loose all over. I better start saving up for this quality made title.
I could just picture them releasing some home made game and claiming it as a long lost Neo game.</strong><hr></blockquote>
yes, lost on "my" harddisk!
blastar...
Originally posted by blastar:
<strong>
yes, lost on "my" harddisk!
blastar...</strong><hr></blockquote>
So you are the user from Daddelkingz who has worked on this?
Tetris Attack is a favorite of mine.
Many thanks!
MVS offering maybe?
Originally posted by sonic1687:
<strong>i doubt you're ever going to find a neo dev kit.
snk hasnt used dev kits since the early days of the neo.
now everything is pure unadulterated code.
no drivers and that bs.
if you want anything decent, its gonna have to be hard core code.</strong><hr></blockquote>
There are dev kits. Do you really think the code of NeoGeo games are 100% ASM? What about debugging? With no Dev-Kit, high level language, debugging station, libraries the NG would never be so successful and the development would last much longer.
Originally posted by sha-v:
<strong>
There are dev kits. Do you really think the code of NeoGeo games are 100% ASM? What about debugging? With no Dev-Kit, high level language, debugging station, libraries the NG would never be so successful and the development would last much longer.</strong><hr></blockquote>
Yes they are almost all assembly, why wouldn't you be able to debug inside the assembler/linker package? And for the most part, with the system being as handicapped as it is (Genesis like power) there is no way in hell anything short of assembly could produce the marvels of modern KOFs and Metal Slug 3 type games. To tell you the truth, I don't think they really even develope much any more. I am pretty sure code is reused for each product and only little tweaks are made. I mean, why design the fighting game over and over... Capcom has done the same thing for years, just re-release the same engine with tweaks and new graphics/sounds.
-Nick
Originally posted by nruva:
<strong>
Yes they are almost all assembly, why wouldn't you be able to debug inside the assembler/linker package? And for the most part, with the system being as handicapped as it is (Genesis like power) there is no way in hell anything short of assembly could produce the marvels of modern KOFs and Metal Slug 3 type games. To tell you the truth, I don't think they really even develope much any more. I am pretty sure code is reused for each product and only little tweaks are made. I mean, why design the fighting game over and over... Capcom has done the same thing for years, just re-release the same engine with tweaks and new graphics/sounds.
-Nick</strong><hr></blockquote>
Most of a game is written in C/C++
If they were written in pure assembly you wouldn't seen a NG on any other platform (with even the same bugs).
no drivers and that bs.<hr></blockquote>
What about the bios?
[ July 10, 2002: Message edited by: sha-v ]</p>
Originally posted by Takumaji:
<strong>1- generic m68k asm developement software with debugger
2- the Neo's custom libraries to get access to the special features which are not handled by the m68k CPU
3- good system documentation of the Neo hardware, and a kernel/core developer handbook for the m68k (still available from Motorala)
4- software and hardware to record and re-code samples/sound
5- several sprite editors
6- some paint programs
7- an emulator like Neorage or Nebula to test the game
8- (optionally) several documented or undocumented sources of existing Neo dev projects
9- (optionally) infos about the cart/CD data layout</strong><hr></blockquote>
Asm can be found, mame can be used as a debugger, or a modded neo with debug bios, but mame debugger is more user friendly. You do not need libraries in asm...
As for tech docs many info can be found in mame source code, but not everything...
Doc about bios calls could be really usefull, would avoid to disasm and read all bios code...