🇺🇦 Technical Director at Large and retro programmer. Lead engineer for Resident Evil 4 on Quest. Programmer on Metroid Prime 1, 2, and 3.

Albuquerque, NM
Quake for Commodore 64 finished and released! Four weapons, nine enemy types, E1M1-E1M7 included. Menu music by Mandy Kane. Download: kweepa.itch.io/quake64 Source: github.com/Kweepa/Quake64 piped.video/watch?v=1Qyk-lac…
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Quake for Atari 8-bit vs Quake for PC
Replying to @Kweepa
Nie wiem dlaczego to ktoś nazywa Quake..
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My Doom for C64 is ported to Sega Master System 😊
セガの名機「マスターシステム」に、なんと「Doom」が勝手移植!! 本作の凄いところは、しっかりと高さの概念もあるという点につきる。 そう、ウルフェンシュタイン3Dとは違って、段差の概念があるのがDoomの凄いところなンだッッ!! github.com/haroldo-ok/square…
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Quake for Atari 8-bit now available! kweepa.itch.io/quake64
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Game budgets back in the day: IIRC SubCulture sold about 80k copies, so maybe £3m revenue. The team was about ten people for two years. I was paid £20k/yr. So dev cost around £400k. Not surprising a sequel was greenlit.
SubCulture (1997) revival current progress: the game and menus are running with d3d11; audio including music works. Some work to do to get the gamepad button mapping correct, get some things working at high frame rates, play back smacker files, and read directly from the ISO.
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SubCulture (1997) revival current progress: the game and menus are running with d3d11; audio including music works. Some work to do to get the gamepad button mapping correct, get some things working at high frame rates, play back smacker files, and read directly from the ISO.
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Here's the editor I put together to convert the music from midi to sid.
Progress on Wolfenstein for Commodore 64: added minimap and music jukebox. New build at kweepa.itch.io/wolf64
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Progress on Wolfenstein for Commodore 64: added minimap and music jukebox. New build at kweepa.itch.io/wolf64
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Doom for Commodore 64 progress: first post-release patch with menu music (@mk_manifesto) jukebox, quicksave, improved mouse sensitivity, item declutter, improved turbo mode support, and more! Download here: kweepa.itch.io/doom64
Doom for Commodore 64 progress: all weapons implemented and arted.
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And there's already a port to the ZX Spectrum 128! cordysmith.itch.io/doomspect… By Max Smith
Progress on Doom for the Commodore 64: it's done! Full shareware episode included. Available here: kweepa.itch.io/doom64 Source code here: github.com/Kweepa/SquareDoom
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Progress on Doom for the Commodore 64: it's done! Full shareware episode included. Available here: kweepa.itch.io/doom64 Source code here: github.com/Kweepa/SquareDoom
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Since I've been busy with other things, Massimo "unbroken75" has taken the reins on Unity Underground and has made significant progress on aligning it to the original game's functionality! kweepa.itch.io/unity-undergr…
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Progress on Quake for Commodore 64: working on Chthon and its level. Chthon is 30 verts and 30 lines, so the room is a little slow right now. Thinking of some ways to speed it up, eg hiding some objects, reducing his vert/line count even more :(
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Progress on Quake for Commodore 64: Gloom Keep laid out and populated with enemies.
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Come on ChatGPT, which arm forks at the elbow?
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Steve 🇺🇦 McCrea retweeted
So, is anyone actually playing Wolf64, I.e., Wolfenstein 3D on their Commodore 64? If so, how far have you got and what do you think? I’ve got to level 3. Mouse support is killer! #C64
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Progress on Doom for Commodore 64: populating maps with moar items following Wolf's example.
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Update to Wolfenstein for Commodore 64: loading screen, optional Krill fastloader, two button joystick support (courtesy of Ursiny Games!), improved animated BJ head, and slightly faster! v1.7 available from kweepa.itch.io/wolf64 or the github.
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