It kinda bugs me to have unfinished code sitting on my hard drive, so I think I'll upload what I have of Duke I, and see what people think I should do with it. (One reason I got cold feet about finishing it up is 3D Realms' pretty strict stance on Duke in other games, and this game is still for sale/download through their online store).
The site for my port is ti.malcolm-s.net/duke1/ where you can see some screenshots, but I'll put a few here.

Game Keys:
2nd: Jump (full height)
Diamond: Jump (variable height)
Shift: Fire
Home: Fall through floors (a debug feature, lol)
They should be the same on all calc models, although eventually they would be user-changeable (and different defaults on a 92+/v200)
What you can do:
Choose any episode, and kinda play through it. Several of the enemies are not implemented; the boss (Dr. Proton) isn't; and a couple of other things aren't (circuit board which is a door key, robohand, teleporters, etc). Some basic enemies, health items, score items, colored keys and their doors, the exit doors, and some other level features (mirrored "mercury" ground, conveyor belts, power generator) do work. In-game sounds for most implemented items should work, but I haven't tested oncalc for a while.
So really the only thing that needs to be finished up are all the sprite functions (to draw, execute, and kill when necessary) the remaining game sprites/objects, most of the game framework is there.
There's a pretty nice level editor for Windows which could let you customize the levels of an episode, if you wanted (simple tool to convert the orig game format to TI format).
Download link: mscoder610.dreamhosters.com/files/ti/duke1ti.zip
So basically my options are:
- Release, fully functional, remove if 3D Realms objects
- Release, requiring the data files from the original game (technically I don't think this is allowed either, because the data files would be modified for on-calc use - levels compressed, some things removed, etc).
- Don't release
Just thought I'd see what people think. Thanks.
--Malcolm
The site for my port is ti.malcolm-s.net/duke1/ where you can see some screenshots, but I'll put a few here.

Game Keys:
2nd: Jump (full height)
Diamond: Jump (variable height)
Shift: Fire
Home: Fall through floors (a debug feature, lol)
They should be the same on all calc models, although eventually they would be user-changeable (and different defaults on a 92+/v200)
What you can do:
Choose any episode, and kinda play through it. Several of the enemies are not implemented; the boss (Dr. Proton) isn't; and a couple of other things aren't (circuit board which is a door key, robohand, teleporters, etc). Some basic enemies, health items, score items, colored keys and their doors, the exit doors, and some other level features (mirrored "mercury" ground, conveyor belts, power generator) do work. In-game sounds for most implemented items should work, but I haven't tested oncalc for a while.
So really the only thing that needs to be finished up are all the sprite functions (to draw, execute, and kill when necessary) the remaining game sprites/objects, most of the game framework is there.
There's a pretty nice level editor for Windows which could let you customize the levels of an episode, if you wanted (simple tool to convert the orig game format to TI format).
Download link: mscoder610.dreamhosters.com/files/ti/duke1ti.zip
So basically my options are:
- Release, fully functional, remove if 3D Realms objects
- Release, requiring the data files from the original game (technically I don't think this is allowed either, because the data files would be modified for on-calc use - levels compressed, some things removed, etc).
- Don't release
Just thought I'd see what people think. Thanks.
--Malcolm
