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Written by Drakonite
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Tuesday, 04 April 2006
From The official Dave Gnukem website:
"Dave Gnukem is a 2D scrolling platform shooter. It is inspired by and similar to Duke Nukem 1, one of my all-time favourite games. It currently runs on Windows, Linux and BeOS.
Although this is by no means a finished game, it is playable. You can walk, jump, shoot baddies, collect stuff, die, teleport, open doors, use lifts, open boxes etc." -- The official Dave Gnukem webpage.
I'm happy to say that Playstation 2 can now be added to the list of platforms Dave Gnukem current runs on.
I found this game a couple weeks ago and it seemed like it could be pretty entertaining, so I started the PS2 port as a quick little project to waste a few hours on, to then release over the weekend. However file I/O quickly became a nightmare and I've spent a lot more time on this than I intended, but I think it was worth it.
There are some known bugs, some missing features, and the menu needs to have options that don't make sense for PS2 removed, but I've already put more work into it than I intended, so I've decided to release it as is and take a short break from it.
Check out The official Dave Gnukem website for more information about the game.
Like always, you can download it Here |
| Last Updated (
Tuesday, 04 April 2006 ) |
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Written by Drakonite
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Tuesday, 04 April 2006
For those of you that haven't realized it, the entire post was an april fools joke. I am not currently planning on leaving anytime soon and the "PS64" N64 emulator I posted is indeed a fake, though quite a good one if I do say so myself ;)
Among those that were clued in almost everyone thought no one would believe an N64 emulator release, especially as this is the third year in a row I've done a fake N64 emulator release for april 1st. (Yes, if you've missed out, this is the THIRD time I've released a fake N64 emulator on april 1st, IN A ROW).
But with over 2000 page impressions and over 100 downloads in a little over 2 days the number of people who fell for it not only proved us all wrong, but managed to surpass my wildest expectations.
Gotcha!
Hopefully people will be more skeptical from now on... You should never trust what you read on the web on april fools day. But for those of you that still haven't learned that lesson, perhaps I should start planning for next year ;)
...as for the part about releasing some other things over the weekend, I had intended on doing so, however there were a lot of complications... you can hopefully expect to see something later tonight. |
| Last Updated (
Tuesday, 04 April 2006 ) |
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Written by Drakonite
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Saturday, 01 April 2006
It seems it's finally happened. I just found out that as of the first monday of this month I'll no longer be able to continue work on my homebrew projects. Some of you have known this might be coming, though I haven't been able to talk about it openly in public. I still can't give any details other than to say you'll probably hear from me sometime soon ;)
Since I still have part of the weekend I hoped I could get a couple things tidyed up well enough to release them so they don't go into complete obscurity.
First on the chopping block is PS64. I hope from the name it should be obvious that it is my attempt at an n64 emu on PS2. Many know tha I've been very vocal about n64 emulation being possible on PS2. It's currently far from complete: there is no interface, numerous roms don't work at all, speed is still slow (15fps on mario), buggy, and at heart it's just a debug build, but it's still quite an acheivement, it even uses my rom caching lib to support large roms!
You have to run it via PS2Link.. it'll try load the file "test.v64" from host. Once emulation is started you can press select to enable some debug options or alter the controller mapping.
Even though it's an early alpha at best, you can grab PS64 Here.
Releasing PS64 was mainly just a rebuild without all the debugging stuff enabled. The other projects I'm preparing need a bit more cleanup, so check back the next couple days as more goodies should be posted this weekend.
To all my friends in the homebrew community, it's been a pleasure. To all those in the homebrew community or the "scene" that I don't like, it has not been a pleasure.
Smell ya later! |
| Last Updated (
Saturday, 01 April 2006 ) |
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Written by Drakonite
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Friday, 03 March 2006
I have just posted Xump for PS2 v1.06.1, a major bugfix release over the previous version. All known bugs with the PS2 port have now been fixed. This includes the issues with the music and menus, and it should now boot and run correctly on the very early Japanese PS2s.
A big thanks goes to Evilo. It's no secret that I have not been enjoying working with SDL, so my good friend Evilo volunteered and stepped up to get Xump working with sdl_mixer. Thanks Evilo!
Download Here |
| Last Updated (
Friday, 03 March 2006 ) |
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Written by Drakonite
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Thursday, 16 February 2006
 I have taken a brief respite from my normal (and not so normal) projects to fullfill a request for a friend that I hope you will all enjoy... so without further ado..
Makeshift brings you a Playstation 2 port of Psilocybin Development's puzzle game, Xump. Xump is a puzzle game in which there is a playfield consiting of various types of blocks, and your goal is to make the blue blocks vanish by stepping on them. For more information and screenshots, please visit the Xump webpage.
There are a couple known bugs with the PS2 port of Xump, including lack of menu music and glitchy playback of ingame music. If you encounter any more bugs related to the PS2 port of Xump, please Contact Me.
The PS2 port of Xump can be Downloaded Here, or soon at the Psilocybin Development Website, where you can also find GP32, Dreamcast, and Windows ports. |
| Last Updated (
Thursday, 16 February 2006 ) |
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Written by Drakonite
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Thursday, 09 February 2006
My clone/parady of the classic video game Duckhunt I'm working on for Playstation 2 is probably the most entertaining for me of all the homebrew projects I'm working on right now, but in true Makeshift fashion I've had a lot more on my plate than can be handled at once. While I'd like to take a few days and get Duckhunt finished, I think it's a lot more important to get things fixed for some big releases coming up while I still have a multitap to test with...
Oops... Did I say too much already?
I just thought I'd drop a line to say the project isn't dead, and no I haven't disappeared... Expect another duckhunt release with lots of gameplay goodness, but don't expect it right away. |
| Last Updated (
Thursday, 09 February 2006 ) |
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