[RELEASE] Duke Nukem 64 PC port
#31 Posted 29 July 2020 - 01:33 PM
Indeed, it's just a hack that forces auto-aiming on.
Nukey must have missed it because auto-aiming was not in the original DOS version, so it was a new structure.
Nukey must have missed it because auto-aiming was not in the original DOS version, so it was a new structure.
#33 Posted 17 August 2020 - 04:11 PM
Ok, so I've been entertaining the idea of doing an upscale pack for DN64. It's relatively simple for me to take the existing upscales for PC Duke, and use an imagemagick script to remap them to the palette of the Duke 64 equivalents.
The problem is that then I end up with the new weapons, pickups, lock panels and liztroops not upscaled. Particularly the liztroop, which I'm very fond of, is hard to upscale due to its limited palette. So plan B, only update the tiles that were downscaled for Duke 64 to the original PC resolution. I still remapped them to use the palettes of the DN64 counterparts (see attached image for an example)
Slide-over comparison
tile0499-compare.png (17.04K)
Number of downloads: 49
The problem is that then I end up with the new weapons, pickups, lock panels and liztroops not upscaled. Particularly the liztroop, which I'm very fond of, is hard to upscale due to its limited palette. So plan B, only update the tiles that were downscaled for Duke 64 to the original PC resolution. I still remapped them to use the palettes of the DN64 counterparts (see attached image for an example)
Slide-over comparison
tile0499-compare.png (17.04K)
Number of downloads: 49
#34 Posted 17 August 2020 - 06:02 PM
Maybe you could try adding a noise filter to the 4bpp N64 textures.
#35 Posted 24 November 2020 - 09:19 AM
Really appreciate this port. I hadn't played DN64 since Fox released his TC.
The great thing about DN64 are the weapons, visually speaking they're hit or miss, but in terms of gunplay they feel really awesome. I think it's the the result of the sound effects, which seem to be accentuated in the middle and high frequencies, coupled with the visual feedback, the visual knockback when firing.
After playing other Build games it's very hard to come back to OG Duke and realize how week all the weapons feel, but DN64 made a huge effort in that regard. Even the Shrinker feels good, a weapon I specifically use very little in the original DN3D exactly because it feels like shit, even if it can be tactically superior.
The only faux-pas would be the reduced firing rate on the RPG, and its lack of ammunition, which I suppose can be explained by trying to balance it out a little after adding the heat-seaking missiles and having such great a great grenade launcher. The pipebombs also, feels like you can't throw them as high, probably because the grenade launcher is meant for those uses.
The great thing about DN64 are the weapons, visually speaking they're hit or miss, but in terms of gunplay they feel really awesome. I think it's the the result of the sound effects, which seem to be accentuated in the middle and high frequencies, coupled with the visual feedback, the visual knockback when firing.
After playing other Build games it's very hard to come back to OG Duke and realize how week all the weapons feel, but DN64 made a huge effort in that regard. Even the Shrinker feels good, a weapon I specifically use very little in the original DN3D exactly because it feels like shit, even if it can be tactically superior.
The only faux-pas would be the reduced firing rate on the RPG, and its lack of ammunition, which I suppose can be explained by trying to balance it out a little after adding the heat-seaking missiles and having such great a great grenade launcher. The pipebombs also, feels like you can't throw them as high, probably because the grenade launcher is meant for those uses.
This post has been edited by MetHy: 24 November 2020 - 09:20 AM
#36 Posted 27 November 2020 - 01:49 PM
Just wanted to say thanks a lot for making this!
I always loved the N64 version of Duke with it's unique levels and new weapon sprites. Those dual uzis were awesome
Would be so great if split screen multiplayer could be added too, coop and bot matches were so much fun in split screen and with the improved controls it would be even better!
I always loved the N64 version of Duke with it's unique levels and new weapon sprites. Those dual uzis were awesome
Would be so great if split screen multiplayer could be added too, coop and bot matches were so much fun in split screen and with the improved controls it would be even better!
#37 Posted 05 December 2020 - 11:35 PM
Would this support the TC version's Playstation music + assignments?
#39 Posted 08 December 2020 - 03:30 AM
1. Download Rednukem
2. Place Duke Nukem 64 ROM in same folder as Rednukem
3. Run Rednukem and select Duke Nukem 64 in launcher
2. Place Duke Nukem 64 ROM in same folder as Rednukem
3. Run Rednukem and select Duke Nukem 64 in launcher
#40 Posted 08 December 2020 - 04:04 AM
i did exactly that, but it doesn't seem to work, do you have any screens of the steps to do?
#41 Posted 08 December 2020 - 04:05 AM
I put the N64 rom in the same folder as Rednukem, but it does not appear in the launcher.
#42 Posted 08 December 2020 - 06:08 AM
Try different ROM dump, my detection code fails to detect some versions floating around. Haven't ivenstigate this issue yet
#43 Posted 09 December 2020 - 06:54 AM
geomancien, on 08 December 2020 - 04:05 AM, said:
I put the N64 rom in the same folder as Rednukem, but it does not appear in the launcher.
Is the ROM zipped up?
Are you using a big-ending or a little-endian version?
#44 Posted 21 December 2020 - 12:50 PM
Phredreeke, on 17 August 2020 - 04:11 PM, said:
Ok, so I've been entertaining the idea of doing an upscale pack for DN64. It's relatively simple for me to take the existing upscales for PC Duke, and use an imagemagick script to remap them to the palette of the Duke 64 equivalents.
The problem is that then I end up with the new weapons, pickups, lock panels and liztroops not upscaled. Particularly the liztroop, which I'm very fond of, is hard to upscale due to its limited palette. So plan B, only update the tiles that were downscaled for Duke 64 to the original PC resolution. I still remapped them to use the palettes of the DN64 counterparts (see attached image for an example)
The problem is that then I end up with the new weapons, pickups, lock panels and liztroops not upscaled. Particularly the liztroop, which I'm very fond of, is hard to upscale due to its limited palette. So plan B, only update the tiles that were downscaled for Duke 64 to the original PC resolution. I still remapped them to use the palettes of the DN64 counterparts (see attached image for an example)
I support this entirely.
Who am I and why does my vote matter you ask?
Nobody!!!
and it doesn't!!!
But while I'm here I thought I might ask a question and/or put my little idea out into the world.
Would anyone be willing to make a mod of this that uses the PC babe sprites so you can still get the originals but also save them?
Also, I'm guessing it's a tall order, but maybe someone would be interested in this as a project, who knows. How hard would it be to add the 4th and 5th episodes (The Birth, New World Order) to this. So you can play one game, save the babes and keep your gear between episodes?
I know, I know, its always mod requests, especially from new guys like me. I'm not so much as requesting as putting the ideas out there, little things to me that seem like maybe some other people feel the same way. More of a 'if any one thinks this is sounds cool' Kinda deal.
At any rate, and this is the most important part, Thank you Nuke.YKT for making this. I got into Duke Nukem on this game (the 64 version), it was great to play it again but without the awful control scheme. I hate inverted stick and unless I missed it, last I checked, there is no way to shut that off for the N64 version.
#45 Posted 24 December 2020 - 01:31 AM
Late to the party as always. I really liked the port .
The one thing I don't like is the sub machine guns.
The one thing I don't like is the sub machine guns.
#46 Posted 24 December 2020 - 10:12 AM
i was curious but. what's up with the Grabbag theme when using RedNukem? it sounds...odd
#47 Posted 24 December 2020 - 10:27 AM
With Duke64? it has its own arrangement of it - it's the only music in the game.
#48 Posted 24 December 2020 - 08:42 PM
yeah. i should of mentioned Duke Nukem 64 when i brought up RedNukem. i know that Duke 64 only has 1 song, but with the port. it seems like it's struggling or something. like you can tell it sounds different in some parts vs the original
#49 Posted 24 December 2020 - 11:20 PM
Mr. Nukem Roses, on 24 December 2020 - 08:42 PM, said:
yeah. i should of mentioned Duke Nukem 64 when i brought up RedNukem. i know that Duke 64 only has 1 song, but with the port. it seems like it's struggling or something. like you can tell it sounds different in some parts vs the original
Midi emulation is troublesome on its own, let alone from a N64 hardware.
Arguably it shouldn't be identical.
#50 Posted 25 December 2020 - 01:54 PM
The best midi emulation is Roland Sound Canvas VA with Falcosoft Midi Player and LoopMidi. It's not 100% accurate but it is pretty close.
Merry Christmas
Merry Christmas
This post has been edited by supergoofy: 25 December 2020 - 01:55 PM
#51 Posted 25 December 2020 - 02:15 PM
We're talking about Duke 64 though
Mr Nukem Roses: Are you saying the song sounds different from the PC version (that should be expected) or different from the N64?
Mr Nukem Roses: Are you saying the song sounds different from the PC version (that should be expected) or different from the N64?
#54 Posted 26 December 2020 - 03:11 PM
I'm not sure of the exact format, but it's more like a tracker MOD than anything. N64 music files extracted from ROMs ready for playback have the extension ".miniusf" but I'm not sure how official it is. But it is proprietary. AFAIK no N64 game uses MIDIs.
This post has been edited by MusicallyInspired: 26 December 2020 - 03:12 PM
#55 Posted 26 December 2020 - 10:04 PM
MusicallyInspired, on 26 December 2020 - 12:30 AM, said:
Duke64 doesn't use MIDI.
Yes it does
You can extract the midi and soundbank.
#56 Posted 27 December 2020 - 05:51 AM
You can convert it to MIDI but that doesn't make it native MIDI. You can convert IMF to MIDI too.
#57 Posted 27 December 2020 - 07:27 AM
N64 music is software driven. What I think Fox means is the game runs its own MIDI synthesizer to play the music.
#58 Posted 27 December 2020 - 03:50 PM
If you open the ROM in a text editor, there's some text related to MIDI playback, like "Num midi tunes %d" etc.
#59 Posted 28 December 2020 - 06:25 AM
I stand corrected. Seeing as it uses all digital samples, though, it's not a kind of MIDI that is useful since one instrument note could be a sound effect or a guitar solo, not something you can sequence convincingly. Especially in Duke64's case. Which is why I leaned more toward the MOD format. It's also why I don't understand how it could sound different.
This post has been edited by MusicallyInspired: 28 December 2020 - 06:26 AM
#60 Posted 28 December 2020 - 07:02 AM
Duke 64 (and majority of N64 games) indeed store music in modified MIDI format (different header and data compression). I didn't much bother about its implementation in rednukem and quickly put together something that at least produced some sound.