Mod Quake 2 with PSX/N64 ports levels to save memory?

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DARKHALO2K
noob
Posts: 2

Re: Mod Quake 2 with PSX/N64 ports levels to save memory?

Post#11 » Wed Mar 06, 2019 2:51 am

I'm currently focused on finishing up my port of After The Fall, but once that's done I'll be sure to take a look.

I saved Bero's code upon release but I'm missing some of the files needed to re-create his development setup.

As a side note; the last time I looked Bero's sourceforge page was still active, but he stopped responding to emails at the given address well over a decade ago.

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Anthony817
Shark Patrol
Posts: 2785

Re: Mod Quake 2 with PSX/N64 ports levels to save memory?

Post#12 » Wed Mar 06, 2019 4:26 am

Yeah, I think that he had a really highly modified version of his KOS tools for his ports. Fortunately Ian here is a close friend of Bero's and actually has his KOS tools version from what I understand.

I seriously hope in the future somebody could look at his Marathon Trilogy Aleph One port. Such a shame it only had keyboard support and no mouse, controller or saves working. I posted here on Assembler asking if somebody there could take a look at adding those features to the mostly complete port.

https://assemblergames.com/threads/any- ... ves.70645/

And still waiting patiently for your After the Fall port! Take your time! :)
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mrneo240
Outtrigger
Posts: 457

Re: Mod Quake 2 with PSX/N64 ports levels to save memory?

Post#13 » Sat Mar 16, 2019 4:09 pm

Just rewrite beros custom kos

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