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Comment: The future! (Score 1) 220

by rgo (#36037158) Attached to: JavaScript Gets Visual With Waterbear
"You can't help but think that this is the way all programmng will be done in the future." mikejuk, are you trying to troll us? Visual programming tools have existed for years now, but they won't replace textual programming because they can't handle complex scenarios without making the interface uncomprehensible (check out Max MSP). Also visual tools are usually domain specific, while general purpose languages (like Java, Ruby, Python are not).
Classic Games (Games)

The Best Video Games On Awful Systems 272

Posted by Soulskill
from the diamond-in-the-rough dept.
Buffalo55 writes "For the most part, classic games manage to reappear on different systems. Just look at Nintendo. The publisher has done an excellent job bringing NES, SNES, Genesis and even old school Neo Geo titles to the Wii's Virtual Console, while Microsoft's Game Room brings the best of Atari's 2600 into the living room. Of course, not every console was a success. The '90s, in particular, saw quite a few flops from companies like Panasonic, Sega and Atari. Just because a system is a failure, though, doesn't mean all of its games suck. On the contrary, most of these machines have a few gems that fell between the cracks once the console croaked." What overlooked game on a failed platform would you like to see revived?
Classic Games (Games)

How Death Rally Got Ported 89

Posted by Soulskill
from the not-the-opposite-of-starboarded dept.
An anonymous reader writes "Last year, I got the opportunity to port Remedy Entertainment's Death Rally to modern platforms off its original MS-DOS sources. I wrote an article about the porting process for Game Developer magazine, and now I've posted the text of the article for general consumption. 'The source software platform was DOS, Watcom C, and some Dos4GW-style DOS extender. The extender basically meant you could use more than 640k of memory, and would not need any weird code for data larger than 64k. The game displayed in VESA 640x480 and MCGA 320x200 graphics modes, all with 8-bit palettes; there was no true color anywhere. There were also some per-frame palette change tricks that emulators have trouble with. The source code was mostly pure C with a couple dozen inline assembly functions. There were a few missing subsystems, specifically audio and networking, which would have to be replaced completely anyway, as well as one file for which the source code was lost and only a compiled object was available.'"

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