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Coke Zero


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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.

 

 

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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. :)

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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.

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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 by Thomas Jentzsch
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  • 2 weeks later...

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.

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  • 9 months later...

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