Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa) profile picture

๐Ÿ‡บ๐Ÿ‡ฆ 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
Joined August 2012
Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)Photo by Steve ๐Ÿ‡บ๐Ÿ‡ฆ McCrea (@Kweepa)
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 youtube.com/watch?v=1Qyk-lacโ€ฆ
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Doom for Atari 8-bit progress: laying out the Nuclear Plant, animating the Baron of Hell...
Doom for Atari 8-bit progress: E1M1 mostly complete.
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Doom for Atari 8-bit progress: E1M1 mostly complete.
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Quake for Atari 8-bit vs Quake for PC
Replying to @Kweepa
Nie wiem dlaczego to ktoล› nazywa Quake..
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My Doom for C64 is ported to Sega Master System ๐Ÿ˜Š
ใ‚ปใ‚ฌใฎๅๆฉŸใ€Œใƒžใ‚นใ‚ฟใƒผใ‚ทใ‚นใƒ†ใƒ ใ€ใซใ€ใชใ‚“ใจใ€ŒDoomใ€ใŒๅ‹ๆ‰‹็งปๆค!! ๆœฌไฝœใฎๅ‡„ใ„ใจใ“ใ‚ใฏใ€ใ—ใฃใ‹ใ‚Šใจ้ซ˜ใ•ใฎๆฆ‚ๅฟตใ‚‚ใ‚ใ‚‹ใจใ„ใ†็‚นใซใคใใ‚‹ใ€‚ ใใ†ใ€ใ‚ฆใƒซใƒ•ใ‚งใƒณใ‚ทใƒฅใ‚ฟใ‚คใƒณ3Dใจใฏ้•ใฃใฆใ€ๆฎตๅทฎใฎๆฆ‚ๅฟตใŒใ‚ใ‚‹ใฎใŒDoomใฎๅ‡„ใ„ใจใ“ใ‚ใชใƒณใ ใƒƒใƒƒ!! github.com/haroldo-ok/squareโ€ฆ
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Game budgets back in the day: IIRC SubCulture sold about 80k copies, so maybe ยฃ3m revenue. The team was about ten people for two years. I was paid ยฃ20k/yr. So dev cost around ยฃ400k. 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/doomspectโ€ฆ 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-undergrโ€ฆ
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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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