Thomas Jentzsch Posted April 6, 2015 Share Posted April 6, 2015 I made my very first demo and it did very well. For details check my blog entry. 2 Quote Link to comment Share on other sites More sharing options...
ZackAttack Posted April 7, 2015 Share Posted April 7, 2015 Nice demo. I'm curious if you had any applications of this technique in mind as you were constructing it. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 7, 2015 Author Share Posted April 7, 2015 No, I had nothing special in my mind. Just beating the challenge. This is definitely usable for a title screen. For a game, one has to think about it. Quote Link to comment Share on other sites More sharing options...
+Nathan Strum Posted April 7, 2015 Share Posted April 7, 2015 No, I had nothing special in my mind. Just beating the challenge. Would that be the Pepsi Challenge? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 7, 2015 Author Share Posted April 7, 2015 I knew somehow someone would mention Pepsi. Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted April 8, 2015 Share Posted April 8, 2015 Front end game engine idea! It would be really awesome to see this kernel used to render colourful bitmaps for complex ARM games; even a Playstation emulator like the one that was just created for the Jag's skunkboard's processor might be possible for an ambitious asm developer if there were enough onboard resources (encore perhaps). Nintendo and SMS emu's could probably be developed in C right now. Quote Link to comment Share on other sites More sharing options...
Shawn Posted April 8, 2015 Share Posted April 8, 2015 Congrats on the Silver. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 8, 2015 Author Share Posted April 8, 2015 Front end game engine idea! It would be really awesome to see this kernel used to render colourful bitmaps for complex ARM games; even a Playstation emulator like the one that was just created for the Jag's skunkboard's processor might be possible for an ambitious asm developer if there were enough onboard resources (encore perhaps). Nintendo and SMS emu's could probably be developed in C right now. Now you got me completely confused. Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted April 8, 2015 Share Posted April 8, 2015 Now you got me completely confused. I read your post about removing the gaps in the 48 pixel sprite - the ARM could update the ROM tables every frame using your kernel for rendering the display for an ARM game or emu (or something else like a FMV player). Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 8, 2015 Author Share Posted April 8, 2015 OK, but is still just 48 pixel horizontally. How would you do a game with this? Quote Link to comment Share on other sites More sharing options...
Mr SQL Posted April 8, 2015 Share Posted April 8, 2015 Low res display like ASCII rendering of the DOOM engine. I would probably double it to 96 with alternating frames, I've been thinking about doing that kind of kernel. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 8, 2015 Author Share Posted April 8, 2015 OK, but what is new in this demo, that would make something new possible? Displaying static 48 pixel without gaps is state of the for 30 years or so. Quote Link to comment Share on other sites More sharing options...
+nanochess Posted April 8, 2015 Share Posted April 8, 2015 OK, but what is new in this demo, that would make something new possible? Displaying static 48 pixel without gaps is state of the for 30 years or so. What about a better racing game? 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 8, 2015 Author Share Posted April 8, 2015 Movement is much more limited than you may think. Demo coding is all about illusion! 4 Quote Link to comment Share on other sites More sharing options...
+nanochess Posted April 8, 2015 Share Posted April 8, 2015 Movement is much more limited than you may think. Demo coding is all about illusion! Hehe, I know, maybe limited to -8 and +7 pixels but I think a road could be easily displayed or at least precalculated. Anyway nothing that not could be done with missiles and ball. I'll think about it a little more , bitmaps of 48 pixels wide should have a proper application It could be a finely detailed city surrounded by a forest. Although only remains resources for the 2 missiles and ball, and doesn't look so easy to activate them. 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 8, 2015 Author Share Posted April 8, 2015 (edited) Hehe, I know, maybe limited to -8 and +7 pixels ... Just +/- 2 pixel as it is now. I am even averaging the new point with the previous one to equalize movement peaks. This allows to use odd HMOVE timings (@75..10, which covers 12 cycles = 36 pixel) and get away with just three kernels for horizontal movement. The more pixels, the more kernels and the move overhead for determining the right kernel. E.g. for +/-3 pixel HMOVE has to be done @75..8 (for +/-4 @75..07, ...) Edited April 8, 2015 by Thomas Jentzsch 1 Quote Link to comment Share on other sites More sharing options...
+Atarius Maximus Posted April 9, 2015 Share Posted April 9, 2015 Yes. Yes it is. 1 Quote Link to comment Share on other sites More sharing options...
PFL Posted April 19, 2015 Share Posted April 19, 2015 I noticed this over on Pouet yesterday. To say I was impressed is an understatement. Thomas, does that mean we've lost you to the 1337 side of VCS coding now!? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted April 19, 2015 Author Share Posted April 19, 2015 Not completely, that's for sure. But I like doing demos for several reasons: you get into competition and contact with a lot of talented people, even for different platforms you can do things which never would work for a game you do not need a game idea, you just try to extend the borders of the 2600 there is less boring programming overhead than for games you don't have to worry much about releasing your demo (no packaging, distribution etc.) last not least, the feedback is way more frank (crap is called crap) and much more concentrated on the coding And probably there is more. 1 Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 31, 2016 Author Share Posted January 31, 2016 Converted the thing into NTSC. 1 Quote Link to comment Share on other sites More sharing options...
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