ZTurtleMan is a Ninja Turtle fan, Sonic fan, and C/C++ programmer.
TMNT in SRB2 is a unreleased mod for SRB2 v1.09.4.
SRB2 Deutex (also SRB2Deutex) is a modified version of Deutex to support SRB2 (1.09.4 and
1.12.0), however support for Doom was dropped. source code
BoomAC (Boom Animation Converter) is a open source, under the GPLv2+, replacement for the dos SWANTBLS.EXE. Not only can it convert .DAT files to SWITCHES and ANIMATED lumps, it can also convert SWITCHES and ANIMATED lumps into a .DAT file. source code
Post-SRB2 TMNT fangame projects
Shell Engine is a 3D game engine using SDL and OpenGL. It was originally created to be used for a Ninja Turtle fangame. However it was dropped and Turtle Arena was started. source code
- If this was ssntails.org, it would say *The Biggie* here.
For other project not listed here, see here.
Sometime before finding SRB2 I tried to use GameMaker, because I wanted to make a Ninja Turtle fangame. GameMaker lasted like 2 days, I didn't do much with it.
- Mostly between: June 2006 - October 2008
I was reading about Sonic X-treme and found a website SonicXtreme.tk which had some info on Sonic X-treme, and stated that SRB2's Sonic sprites looks like Sonic X-treme's sprites. There was a image and I clicked it, which linked to SRB2.org. After looking at the site I downloaded SRB2 1.09.2. The game was amazing, and after a short time playing I thought it would be cool if there was a Ninja Turtle fangame like it.
So I decided I'd be the one for the job. So I started learning to make maps, edits wadfiles, and edit SOCs. At first it was mostly gfx and music replacement (most of which was copyrighted by Konami).
SRB2JTE had a different HUD so I tried adding the images to SRB2, but it didn't work. So I whent on IRC and asked some questions about editing the HUD.
- Response below
<Logan_GBA> http://lawarias.game-server.cc:81/trac/browser/SRB2109/src/st_stuff.h#L77 list of HUDITEMS, you can change the X/Y for each item via SOC <Logan_GBA> the ranges are 0-320 for X | 0-200 for Y <Logan_GBA> or it's 0-319 or 1-320 <Neo_Chaotikal> Makes sense. <Logan_GBA> i'm not sure
- The link is no longer valid, see http://trac.srb2.org/browser/SRB21094/trunk/src/st_stuff.h#L77
So I started reading the SRB2 source code in notepad. Soon later I found out how to compile the source code using Dev-C++. The first version simply loaded the TMNTinSRB2 wadfiles. I had no knowledge of programing so I learned as I went (Later I got some books about C programing and in 2007 look two classes). So I continued to read and edit the SRB2 source code. Later I found the SRB2JTE source code, which I used the setup for in my own codebase "TMNT/tmntdefs.h", "TMNT/tmntmisc.c/h" ect. So for about 2 years I worked on the SRB2 source code.
My SRB2 mod was originally named TMNTinSRB2 but later named TMNT Fangame (As I was going to make it standalone from SRB2), in the Dev-C++ project its named TMNT Fangame7 as it is my 7th SRB2 source code (I broken the first six somehow, 7 is the lastest SVN code so I used svn diff to find what I broke.)
My codebase can be compiled into 4 main EXE types;
- SRB2 SVN
- SonicR (Unfinished)
- SRB2TM (It uses all of the things I made for TMNT that work in SRB2)
- TMNT Fangame
The source is currently unreleased, but I hope to clean it up and release it
soon sometime as there are things I think should be in the main SRB2.
- (Update) ...and now I need to port it to SRB2 2.0[.4].
While I was working on TMNT Fangame (and afterwards) I helped Flame with some of the programing of Super Smash Brothers: Sonic Showdown, Super Bomberman Blast 2, and whatnot.
After difficulties with the limits of SRB2's engine, and FoxBlitzz stating that SRB2 wasn't good to base you game on, I decided to drop SRB2 as my game's engine.
So I looked for a 3D game engine on the web to use, like CrystalSpace (Which I didn't do much with it...), I found ioquake3 (Because SRB2 is based on Doom), but failed to get it to compile.
Shell Engine (June 19, 2008 - October 9, 2008)
So I decided to attempted to write a 3D game engine from scratch, Shell Engine, to power a TMNT Fangame. It was written in C++ using SDL and OpenGL.
Later in development I temped to merge "Cake Engine" with my engine for Quake3 map and model rendering, which ended in a messy broken engine.
It began to make more sense to use the open source engine I was trying to clone instead to writing my own. While I didn't want to leave the code I had just written, I dropped Shell Engine and started Shell Engine 2 using ioquake3, as it had most of the stuff I wanted and it all worked (I say most as mine had 4 player splitscreen support...).
Turtle Arena (October 10, 2008 - present)
- (Originally named TMNT Arena and Shell Engine 2.)
I started out by removing PunkBuster (in the UI) and the CD key check. Then I worked on making it mine, and replacing the quake3 demo data (Which I have finished). I have disabled a lot of ioquake3 code, such as armor. And have rewritten a large part of the weapon system and holdable item system.
Similar to TMNTinSRB2, the source can be compiled into different versions.
- ioquake3 SVN
- ioq3ztm (It uses the things I made for Turtle Arena that work in ioq3)
- ioq3turtle (ioq3 as a mod for Turtle Arena, contains changes to fit with Turtle Arena)
- Turtle Arena
As of November 27, 2010, I have almost worked on Turtle Arena as long as TMNTinSRB2. In many way Turtle Arena has greatly surpassed TMNTinSRB2; players, attacking, objects, graphics, etc et. Some of things I did the most work on for TMNTinSRB2 haven't even been started in Turtle Arena; key cards, switches, NPC enemy graphics, etc et. Someday, I'll add more of the features, and possibly graphics, from TMNTinSRB2.