The Port
category: code [glöplog]
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Then, Future Crew tried to do something similar for PC.
The result was called Second Reality.
...as if millions of voices suddenly cried out in terror, and were suddenly silenced.
I like the design/ideas text files.
Also surprised this was both a C, Pascal and of course asm mash up.
The inspiration is clear :)
Also surprised this was both a C, Pascal and of course asm mash up.
Quote:
+ Desert Dreams' Stars
desert dream stars
- loppuu siten että vektoricube lentää kohti ja täyttää ruudun
- cube on lightsource siten että musta kameraan päin
- ruutu lopuksi musta
Siisti kuva!
- kuva tippuu desert dreams tyyliin
The inspiration is clear :)
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ham: after 20 years still bitter about that? :P
I misread still 'blitter' at first, that would make a nice amiga wordplay joke indeed :)
Scali wrote:
I fully agree with Scali. The crucial thing about a classical demo such as Second Reality is the hand-optimized code, which enables the demo to run on limited machines such as 386 SX. There is no point in creating a demo for Win32 that looks just like Second Reality but isn't as optimized. Nowadays it is not so difficult to create such a demo that runs at a decent frame rate on a modern computer. Anybody who has some clue about computer graphics programming can do that. For those who only want to watch and enjoy the demo, there are already video capturings of it anyway.
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What would be the point anyway?
The demo runs fine in Dosbox, so it already works on many platforms.
Rewriting all the hand-optimized parts and special hardware-specific routines with new routines that merely emulate the original effects seems to defy the point of the demo.
I fully agree with Scali. The crucial thing about a classical demo such as Second Reality is the hand-optimized code, which enables the demo to run on limited machines such as 386 SX. There is no point in creating a demo for Win32 that looks just like Second Reality but isn't as optimized. Nowadays it is not so difficult to create such a demo that runs at a decent frame rate on a modern computer. Anybody who has some clue about computer graphics programming can do that. For those who only want to watch and enjoy the demo, there are already video capturings of it anyway.
As in prod
magic, thanks for enlightening us, noone in this thread knew about it, especiall not ham, who already posted that demo on page 1.
Saga, didnt notice that Thanx..
Any reasonable attempt at a "port" will end up being a remake from scratch, using the music/gfx from the original. Kinda like the recent Javascript "ports" of some old Amiga demos like Seeing Is Believing, if I'm not mistaken. I guess the new code could be made portable enough to build for your favorite 32+ bit platform.
For now, I'll watch it in DOSBox or Trixter's Blu-ray-quality video capture. :)
For now, I'll watch it in DOSBox or Trixter's Blu-ray-quality video capture. :)
best demo ever! :(
Desert Dream is the original crime..
I can faintly recall some problems with syncing the soundtrack to the demo when replacing the recorded output with S3M playback... Not sure if my memory serves me right on that. But if that's true, it might be because of this line in STARTMUS.C...
It sets the default tempo to 120 (instead of 125) in Skaven's music part. No idea why they did that in the code instead of fixing the music file, though...
Code:
module[50]=0x78;
It sets the default tempo to 120 (instead of 125) in Skaven's music part. No idea why they did that in the code instead of fixing the music file, though...
No, I'm not working on a sdl port (doubtlessly someone else is, though). If I was, I would have started a couple years ago ;)
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using the music/gfx from the original
why does it have the use the original assets?
why not remake it faithfully but modernise everything, redo all the graphics and everything else in a massively "upscaled" way using all the latest tech.
for example do the sidescrolling 3d lunar landscape intro in rendered 3d, do particle effects on the various dot effects
add more detail to scenes, recreate the still images with hi-res interpretations? maybe even a remix (not dub step mind you!) of the original score?
it doesn't have to be 100% faithful.. if you're going to do it on modern hardware, take it and turbo charge it
canopy: second realipony already did that! (at least graphically/fx)
the inventiveness is in direction i was talking about there..
however its not quite the photo-realistic 3d lunar vista i was hoping for :D
however its not quite the photo-realistic 3d lunar vista i was hoping for :D
I've blogged about why I'm not doing a port (or why I didn't do a port). tl;dr: you can't beat nostalgia.
I like the idea of an orchestral score..
I'm not saying someone *should* do it, just that if they do a (non-pony) modern version, they should "push the boat out"
I'm not saying someone *should* do it, just that if they do a (non-pony) modern version, they should "push the boat out"
Apparently, someone is doing some progress porting Second Reality:
https://github.com/cmatsuoka/sr-port
https://github.com/cmatsuoka/sr-port
Since this has not been posted so far; Here's the real reason: Second Reality Code Review
(tl;dr: I'd be a shitload of work; you might as well recode the whole thing from scratch :)
(tl;dr: I'd be a shitload of work; you might as well recode the whole thing from scratch :)
Hehe, that "code review" was an interesting read. Nice to see a game developer wondering about the structure of a trackmo.
Looks like the demosystem of Second Reality works exactly like all the trackmo systems on retro platforms (Amiga, Atari, etc...). Besides the fact, that they dont had to care about loading times due to using a hard drive instead of a sucking slow floppy.
Looks like the demosystem of Second Reality works exactly like all the trackmo systems on retro platforms (Amiga, Atari, etc...). Besides the fact, that they dont had to care about loading times due to using a hard drive instead of a sucking slow floppy.