
Sub Mare Imperium: Derelict 16-bit
A downloadable game for Windows, macOS, Linux, and Android
The 16-bit version of https://montyontherun.itch.io/sub
Forked from the 8-bit version code-base: https://montyontherun.itch.io/sub-mare-imperium-derelict-8-bit
THIS GAME IS UNDER ACTIVE DEVELOPMENT. EXPECT A REVAMPED EXPERIENCE VERY SOON!
This project is targeted at the original IBM PC (the pink-ish screenshots, for CGA Graphics) and the Sega Mega Drive (the blue-and-green screenshots).
The renderer is pretty much the same as the 8-bit version, but with some bells and whistles on top.
Source code: https://github.com/TheFakeMontyOnTheRun/space-trashman-blues
Controls (IBM PC):
- A, S, D and W - move
- Q and E - turn to left and right
- L - quit
Controls (Mega Drive/Genesis):
- A - Strafe
- B - Perform selected action
- C - Switch to the next action
Everything else is described on the screen.
Requirements (IBM PC):
IBM PC or compatible, with 256KB of RAM and a CGA video card.
Tested with PC-DOS 2.0.
This will not run under 64-bit versions of Windows! Download the Win32 version of the 32-bit version instead!
| Status | In development |
| Platforms | Windows, macOS, Linux, Android |
| Author | Daniel "MontyOnTheRun" Monteiro |
| Genre | Adventure |
| Tags | 3D, Amiga, First-Person, Hidden Object, Mega Drive, MS-DOS, Sega Genesis |
| Code license | BSD 2-clause 'Simplified' License |
| Asset license | Creative Commons Attribution v4.0 International |
| Average session | About an hour |
| Languages | English |
| Inputs | Keyboard, Gamepad (any) |
Download
Install instructions
DOS Version: make sure to have all the files in the same directory. Other than this, the game should run on any IBM PC (or compatible) with a CGA card and 128KB of RAM.























Comments
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There is mention of a DOS version here in the 16bit section but only the megadrive binary is here for download. Maybe Im in the wrong place! Im looking for the CGA or EGA version :)
There *was* a CGA version that was pretty much the 8-bit version with filled polygons, but I was in the middle of revamping the engine to actually use the same geometry as the 32-bit versions (with polygons, height differences, etc), but that project is on hold for now. This new version was EGA (in fact, the I was reworking the Amiga, Atari ST and Mega Drive versions to use the EGA palette, to simplify things).
It's kind of funny that I was thinking of hiding the games in the "Derelict" umbrella. It's a project that "failed"; the project was actually a meta-game: make the same game, reusing as much code as possible, for both the lowest end and the highest end consoles. In that aspect, it kind of succeeded, but the game kinda sucks :)
If anything, I learned *a lot* from the project, but since my family grew (if you catch my drift), I've been very busy lately and unable to properly work on those projects.
haha yep I get it/family guy too and simply appreciate any MS DOS/amiga etc.. development. I enjoy examining code and methods even regardless of the game or outcome too so what is here is great no matter what the outcome! Thanks for your contributions to the vintage computing community just the same.
nice job. reminds me of my younger days when I used to play rise of tiriad with network cards
Hah, I played ROTT all the time with friends, over MODEM and serial cable! Crazy fun game that was!