[RELEASE] Duke Nukem 64 Mod
#302 Posted 12 May 2015 - 08:59 AM
It'll be a while before I reply to you, I'm about to go to bed
This post has been edited by Untamed: 12 May 2015 - 09:02 AM
#305 Posted 12 May 2015 - 03:31 PM
Edit: Is there any way you can fix this?
This post has been edited by Joshua: 12 May 2015 - 03:33 PM
#308 Posted 12 May 2015 - 04:13 PM
Edit: I really hoped the uncompressed tiles could exist in the ROM.
This post has been edited by Fox: 12 May 2015 - 07:45 PM
#309 Posted 12 May 2015 - 09:15 PM
#310 Posted 14 May 2015 - 02:10 PM
This post has been edited by Fox: 14 May 2015 - 02:10 PM
#311 Posted 08 September 2015 - 10:48 AM
There is a downloadable prototype of DN64 at the bottom of this page. Not sure if this is any new though.
http://www.nintendop.../duke-nukem-64/
#312 Posted 08 September 2015 - 12:22 PM
played alittle bit of the first level on the balls of steel machine there is a hand holding balls, I can't remember if that is in the main game.
This post has been edited by Demon Duke: 08 September 2015 - 12:30 PM
#313 Posted 08 September 2015 - 12:35 PM
That proto is sadly very likely just a regional proto, meaning that it has final code but lacks localization for EU countries.
Those generally have a debug menu enabled at most.
I remember seeing this ROM somewhere before.
#314 Posted 08 September 2015 - 12:54 PM
This post has been edited by Demon Duke: 08 September 2015 - 12:58 PM
#315 Posted 08 September 2015 - 03:12 PM
MetHy, on 08 September 2015 - 10:48 AM, said:
There is a downloadable prototype of DN64 at the bottom of this page. Not sure if this is any new though.
http://www.nintendop.../duke-nukem-64/
I recall reading about the Duke 64 and Zero Hour prototype cartridges, but the owner hadn't been able to dump them yet. It's interesting to finally see the Duke 64 proto, but it's a shame the Zero Hour cart is identical to final.
#316 Posted 08 September 2015 - 03:16 PM
oasiz, on 08 September 2015 - 12:35 PM, said:
That proto is sadly very likely just a regional proto, meaning that it has final code but lacks localization for EU countries.
Those generally have a debug menu enabled at most.
I remember seeing this ROM somewhere before.
Actually, no, it's a bit weirder. Although there are very few differences, it isn't just a regional intermediate. For example, there's a different multiplayer spawn spot, different surveillance camera angle and text difference. Pretty sure the ROM was never available before, as this is the first time Mike of Nintendoplayer has dumped the prototype successfully. I vaguely recall seeing a different Duke 64 proto several years back; could have been on eBay. That one's definitely undocumented and where it is, is anyone's guess.
This post has been edited by nukemania: 08 September 2015 - 03:16 PM
#317 Posted 08 September 2015 - 11:06 PM
MetHy, on 08 September 2015 - 10:48 AM, said:
There is a downloadable prototype of DN64 at the bottom of this page. Not sure if this is any new though.
http://www.nintendop.../duke-nukem-64/
Thanks for sharing! I have read about the prototype they had before, but they hadn't discovered any difference since them. Does anyone has a link of this video on Youtube?
Something I had like to mention, I don't think the cameras are not positioned differently, but rather the center of the screen is misplaced in the game. I assume they were working out the aspect ratio of the European version.
I am glad all that research I did for left-over content and old magazine scans was used in a Interview with one of the developers. =P Good to finally find out that the Rubber Bullets were going to be another ammo for the Grenade Launcher. That makes sense.
This post has been edited by Fox: 09 September 2015 - 03:57 PM
#318 Posted 16 October 2015 - 01:15 PM
#320 Posted 21 January 2016 - 08:36 PM
#321 Posted 21 January 2016 - 11:36 PM
#323 Posted 24 January 2016 - 06:45 PM
#324 Posted 30 October 2016 - 01:56 AM
#325 Posted 30 October 2016 - 09:13 AM
#326 Posted 30 October 2016 - 03:22 PM
I've noticed that the Plasma Gun's humming sfx is cut off, I wasn't sure if I remember correctly, but I thought it sounded different in the actual DN64 game.
PS: Can I use your art files for the pistol? I just got into modding and am looking for a replacement.
#327 Posted 31 October 2016 - 11:30 AM
Fox, on 30 October 2016 - 09:13 AM, said:
You've played DukePlus yeah? The grenade (launcher) would be epic as an alt-fire for the RPG
Haha I know I'm bugging you but seriously people need to try it, you did some great work with the N64 mod
#328 Posted 31 October 2016 - 01:13 PM
MotM, on 30 October 2016 - 03:22 PM, said:
I've noticed that the Plasma Gun's humming sfx is cut off, I wasn't sure if I remember correctly, but I thought it sounded different in the actual DN64 game.
PS: Can I use your art files for the pistol? I just got into modding and am looking for a replacement.
You can use whatever you want. It would be silly from me to want to control the usage of assets in a port like this.
The Plasma Gun is particular is hard to reproduce the effect. Hopefully when I release the newest version it will be better.
#329 Posted 01 November 2016 - 12:22 AM
Fox, on 31 October 2016 - 01:13 PM, said:
I think the whole project is quite a challenge to accomplish!
Is there some instructions available on how to get only the pistol on my mod or could you provide me one? I've tried to do it myself but it won't come out right.