+Philsan Posted July 10, 2022 Share Posted July 10, 2022 Stunning demo by New Generation and Zelax, first place at Lost Party 2022 (7-10 July 2022, Licheń Stary, Poland). Download: https://demozoo.org/productions/310140/ Requirements: Atari XL/XE, 1088KB 26 5 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted July 10, 2022 Share Posted July 10, 2022 14 minutes ago, Philsan said: Stunning demo by New Generation and Zelax, first place at Lost Party 2022 (7-10 July 2022, Licheń Stary, Poland). https://youtu.be/3s2vqN1jWgU Requirements: Atari XL/XE, 1088KB Wow - speechless!! Without giving too much away some way into the demo the Doom-esque FPS Raycasting segment is utterly amazing! Some great use of sound synthesis there too! Amazing achievement. 1 Quote Link to comment Share on other sites More sharing options...
emkay Posted July 10, 2022 Share Posted July 10, 2022 The whole demo shows it, and I wonder what happened? Finally they seemed to understood. Higher FPS is much more worth than the visual resolution. They p--d and sh--t at me for my words, and now we see something "mindblowing". Special thanks to SWIETY , you really understood... Quote Link to comment Share on other sites More sharing options...
chevymad Posted July 10, 2022 Share Posted July 10, 2022 I'm having issues with both this and alley dog. Are they both PAL? My pal machine is currently in pieces, and neither of my NTSC machines will play this through. U1mb 800xl with stereo and sophia2 and a 1088XLD. Quote Link to comment Share on other sites More sharing options...
+Philsan Posted July 10, 2022 Author Share Posted July 10, 2022 I think they are PAL only. 1 Quote Link to comment Share on other sites More sharing options...
chevymad Posted July 10, 2022 Share Posted July 10, 2022 Well hopefully my new VBXE will get here quickly so I can get my pal machine running again. Quote Link to comment Share on other sites More sharing options...
Jetboot Jack Posted July 11, 2022 Share Posted July 11, 2022 That’s some really nice work, great demo piece! sTeVE Quote Link to comment Share on other sites More sharing options...
Saint (Swiety) Posted July 11, 2022 Share Posted July 11, 2022 Emkay - i wanted to connect Vicdoom engine with demo Maze engine with speedup rendering procedures from the begining . I teased you little while making next version of Vicdoom on character set. I hope you like the effect 2 1 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted July 11, 2022 Share Posted July 11, 2022 (edited) @Saint (Swiety) Huge congrats on the new DOOM engine showcased in the Rewind demo. Amazing work! The red pallette really plays to the strengths of the A8's 16x lum graphics mode whilst maintaining the DOOM-esque hellish atmosphere. A question: is it essentially a Raycasting engine? 2nd question: I wonder if aside soldiers and imps we might be seeing other enemies? I suspect not or maybe you are keeping things a surprise. To see a Baron of hell on an A8 - wow!!! BTW to save me double posting I replied to the other thread with a possible suggestion (and a screen mock up), when the legend that is Ilmenit posted his suggestions. See here: Again thanks - amazing work!!!! Edited July 11, 2022 by Beeblebrox Quote Link to comment Share on other sites More sharing options...
Saint (Swiety) Posted July 11, 2022 Share Posted July 11, 2022 The engine is also a raycaster and not, in the sense that it projects projection lines, but in a space made of 2D lines, set at any angle - here it is a bit simplified by the engine itself, but I suspect that this math is the diet of Carmack itself. 2 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted July 11, 2022 Share Posted July 11, 2022 @Saint (Swiety)thanks for explaining. What do you think of the mock up I did on the other thread above? Quote Link to comment Share on other sites More sharing options...
Saint (Swiety) Posted July 11, 2022 Share Posted July 11, 2022 An interesting concept, I will have to check how it will look in practice, now I have an 80x56 screen so it will have to be done at the expense of a few lines. 1 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted July 11, 2022 Share Posted July 11, 2022 21 minutes ago, Saint (Swiety) said: An interesting concept, I will have to check how it will look in practice, now I have an 80x56 screen so it will have to be done at the expense of a few lines. @Saint (Swiety) cool. Thanks for looking into it. ? Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted July 11, 2022 Share Posted July 11, 2022 Great ray-caster! However, maybe it is only me, but I find the height of the viewpoint sub-optimal. I have the impression you fight as a frog with giants... (independent from the aspect ratio) 1 Quote Link to comment Share on other sites More sharing options...
ilmenit Posted July 11, 2022 Share Posted July 11, 2022 12 minutes ago, Irgendwer said: Great ray-caster! However, maybe it is only me, but I find the height of the viewpoint sub-optimal. I have the impression you fight as a frog with giants... (independent from the aspect ratio) Yes, you are correct. The same applies to original VicDoom https://www.youtube.com/watch?v=zm2yDM2Fou8&t=902s - point of view is in the center of enemies. For me it's not that big issue as the aspect ratio, which turns open spaces into very narrow corridors. Anyways, it's amazing achievement. Quote Link to comment Share on other sites More sharing options...
Saint (Swiety) Posted July 11, 2022 Share Posted July 11, 2022 the fact that the objects are scaled in the same way as the walls, so there are known problems, ultimately I will want to be able to scale freely and correct in relation to the Y axis 3 Quote Link to comment Share on other sites More sharing options...
xxl Posted July 11, 2022 Share Posted July 11, 2022 it is not enough to properly prepare sprite textures along with mipmaping? The limitation will be the height of the sprite, effectively it cannot be higher than the wall, but it can be lower, and the same method can be used to make flying sprites, in addition, we will gain a higher resolution of the sprite in relation to the textures of the walls. Quote Link to comment Share on other sites More sharing options...
Schnurrikowski Posted July 11, 2022 Share Posted July 11, 2022 I'm wondering how much time went into the Doom clone alone. But it was definitely worth it Huge kudos to the authors! Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted July 12, 2022 Share Posted July 12, 2022 Wow! What a phantastic demo... but only under emulation, since none of my real Ataris has more than 576k RAM. @Swiety: So here is a weird request: Maybe you can split the full demo in two halves and a) pack them, so they fit on two 180k disksides b) make every half self-bootable (individually bootable) and c) as a result every half (of the demo) requires only 512k XRAM...?!? Just made a small test and packed the full demo with Exomizer from 593k down to approx. 240k and the packed demo still works fine. So if you split the demo into two halves it should be possible to put it on two 180k disksides... rew_pak.xex 1 Quote Link to comment Share on other sites More sharing options...
laoo Posted July 12, 2022 Share Posted July 12, 2022 @CharlieChaplin Actually it wasn't packed on purpose - to speed-up loading on compo-machine, that loads data faster than it can be unpacked by 6502. Quote Link to comment Share on other sites More sharing options...
Saint (Swiety) Posted July 12, 2022 Share Posted July 12, 2022 @CharlieChaplin I think you must ask Solo , because he making all demo from pieces of code and data Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted July 12, 2022 Share Posted July 12, 2022 @Saint (Swiety) Can I ask a few DOOM related questions? (Feel free to answer (or not) any of the following: Firstly do you plan on still releasing your excellent VICDOOM game you'd been working on as well as the new DOOM (128k and 64k flavour) engines? Also, (and I may regret asking this as my brain is not that of a coder), but with the new DOOM engine how are you able to use the hybrid Raycasting/2D engine to also process textures AND lighting effects - and on a 1.77mhz 8-bit CPU in realtime? Are you using any form of realtime texture compression for example? I have a basic understanding of how raycasting works but your engine is very interesting and especially where you have Pokey music running similtaniously. Amazing achievement. As I've mentioned before the work of Globe on his 128k 3D raycasting engine and the frame rates he has achivedare fantastic, (obviously without any enemies). Espcially with quick turn and run rates. I can't wait to see what you do with this engine and also optimising frame rates. Great work! Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted July 12, 2022 Share Posted July 12, 2022 7 hours ago, laoo said: @CharlieChaplin Actually it wasn't packed on purpose - to speed-up loading on compo-machine, that loads data faster than it can be unpacked by 6502. With a SIO device loading of 593k takes much longer than loading and depacking 240k. (Assuming you also use standard XL-OS and 6502C.) Luckily there are carts like AVG, SIDE 1,2,3, etc. Quote Link to comment Share on other sites More sharing options...
+Stephen Posted July 13, 2022 Share Posted July 13, 2022 8 hours ago, CharlieChaplin said: With a SIO device loading of 593k takes much longer than loading and depacking 240k. (Assuming you also use standard XL-OS and 6502C.) Luckily there are carts like AVG, SIDE 1,2,3, etc. Nobody that has a 1MB machine is using SIO to fill it. It's not like these demos use XBIOS 1 2 Quote Link to comment Share on other sites More sharing options...
+CharlieChaplin Posted July 13, 2022 Share Posted July 13, 2022 7 hours ago, Stephen said: Nobody that has a 1MB machine is using SIO to fill it. It's not like these demos use XBIOS You have not been at the Lost Party... where Rewind was released. https://www.youtube.com/embed/nzlVMGpWk3Q" title="Bring Back the Eighties - Blowjobb. Atari XL/XE demo. (The demo does not require 1MB RAM, just an example that Atarians that do have 1MB RAM or more are still using SIO, even data recorders just for fun.) 6 Quote Link to comment Share on other sites More sharing options...
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