emukidid/Nicky-Boum
Folders and files
| Name | Name | Last commit date | ||
|---|---|---|---|---|
Repository files navigation
Nicky SDL README Release version: 0.2.0 (Aug 11 2007) Updated in 2025 by emu_kidid to work on the GameCube ------------------------------------------------------------------------------- For the original readme for this engine, take a look at 'README.old'. All credit for the engine goes to the original author at http://cyxdown.free.fr/nicky/ About: ------ Nicky Boum is a classic platformer game initially designed for the Amiga. The game was published by Microids in 1992 and was also ported to the Atari ST and PC EGA platforms. This project aims to rewrite the original engine of the game and requires the original datafiles. This rewrite is based on the reversing of the Amiga and PC versions. The engine initially designed for Nicky Boum was re-used, along with several modifications in 2 games also distributed by Microids : Nicky 2 (1993) and Carlos (1994). Currently, only Nicky Boum and Nicky 2 are playable with this project. Requirements: ------------- You need the original DOS version data files, easily found by searching for "Nicky Boom PC DOS" or "Nicky 2 PC DOS". The list is : *.BLK (Nicky Boum) *.CDG (Nicky Boum) *.REF (Nicky Boum) *.SPR (Nicky Boum) *.SQX (Nicky 2) A GameCube with a GameCube controller running Swiss + SD card adaptor. Usage: ------------------------ Download the release and extract it to the root of your SD Card. Copy the files obtained above and put them in the /apps/nicky/nicky1 or /apps/nicky/nicky2 directory. If the PC DOS release you've obtained has directories, just flatten everything into one dir. By default the DOL will try to load Nicky 1 from /apps/nicky/nicky1, if you use Swiss you'll get prompted in Swiss which game to load which will be either /apps/nicky/nicky1 or /apps/nicky/nicky2. The game keys are : D-PAD/Analog move Nicky A jump B action button X toggle inventory display Start pause the game L Trigger cheat mode, gives you all bonuses R Trigger cheat mode, jumps to the next level Z Quit back to title Notes: ------------------------ If someone wants to do a Wii version via a PR then please, by all means. I've also steered away from SDL slightly and it would be better if it went completely native, but this works enough for my own use that I didn't bother. There's some SDL GL code that I couldn't get working, I'm not sure if it's ever worked even on PC. Thanks: ------------------------ Thanks to Extrems for adding SDL1 to libogc2 pacman.