The game is a Super Stardust remake with modern GPU graphics, it will be created with TextureMind Framework and it will be compatible with Windows, Linux and MacOS. In the screenshot, you can see the new graphic look I had designed for the game.
Every element (including the background) will be animated by the 3D engine coded with Vulkan libraries, there will be graphics effects (lights, flash, fire, explosions), program shaders and audio up to surround 7.1 with OpenALSoft. The game will be published on Steam.
This project is about the porting of Amiga Breathless for PC with modern GPU hardware.
If you like this project and you want that it will be continued in the future, please make a donation to support my work. It will be appreciated.
Background
The remake of Breathless was an old dream of when I was 14, along other titles like Gloom, Alien Breed 3D, Super Stardust, Mario 64 and so on. This work is part of another bigger project that is called TextureMind Framework, developed to facilitate the creation of these kind of projects, like games, demos, presentations and so on. The idea to make a remake of Breathless in this moment started when I saw that the 3D engine with Vulkan was stable enough to render any kind of map imported with AssImp library. So why don't import Breathless map and use the same 3D engine to render them?
I was amazed by the idea of rendering Amiga Breathless with Vulkan libraries. The biggest obstacle was to import the maps from the old format in GLD, that was more suitable for raycasting than polygonal rendering. I started downloading all the material from Aminet, with this link:
Then I studied the format from the original source code in C, in particular the map editor. The first important obstacle was that the editor was programmed for loading the map only in uncompressed format and all the maps were compressed in an unknown format called SLZ. I got 0 results on Google. I didn't know the format and I was about to abandon the project.
This is an attempt to port the famous Super Mario Bros for NES to Amstrad CPC 464. It has been programmed by me in C89 and Z80 assembly. The current status of the project is blocked but not abandoned. I started this project in 2015 but I never had time to continue it because of my current job and thousand of other projects.
Background
When i was a little kid I remember that i really wanted to create a Super Mario Bros game for the amstrad cpc 464. Now that I am 33 and I work as a software engineer I asked myself: why don't you make your old dream come true? :) Finally I found the time to create a demo with the famous first Level 1-1 of Super Mario Bros. The horizontal hardware scrolling needs a double buffer in order to get an accuracy of 4 pixels. The demo runs on original Amstrad CPC 464 speed emulated by Caprice. It is pretty fast and can loop horizontally with a limit of 512 tiles meanwhile the level 1-1 takes only 212 tiles. I readjusted the original smb graphics to fit a 256x192 Mode 1 with 4 colors. I really like the effect of the gray scale map mixed with the blue sky, like in the original NES game. This demo has been programmed with SDCC in C and Z80 assembly.
Years ago I coded a 3d engine to create my own clone of super mario 64. The name of the project was Chronicle Time Quest and it never reached its final release or a version that was remotely playable. Unfortunately it was abandoned years ago for lack of time, resources and interests. However, it was usefull as coding experience and the result wasn't so bad at all, so I have decided to publish this video to show something about it.
Probably this project will be restored as soon as possible, with a new concept (probably similar to the mario galaxy one) and a totally new 3d engine. If you like this idea or the video or the concept or whatever you want, please, write a comment to let me know what you think about it. Thanks.
Gianpaolo Ingegneri
Copyright @ 2010 – All right reserved
This Pang clone I programmed some time ago has finally been released in its full version. You'll be able to enjoy 50 stages spread across 5 game levels with themed settings and evocative music created specifically to immerse the player in the level's atmosphere without degenerating into the annoying repetitiveness.
The concept, graphics and music are completely original and designed to offer an interesting variation on the usual, monotonous Pang clone format, making it more fun and long-lasting. The end-game boss strives to meet the players' expectations, projecting them into a final challenge that's not overly complex, but not too trivial either, with the aim of culminating in a final victory after completing the long journey through the game's five levels. The entire project was created in a short time and using open-source software. The only version currently available is for PC/Windows, which you can download by clicking directly here (download). Enjoy!
Gianpaolo Ingegneri.
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