Oswald information 321 glöps
- general:
- level: user
- personal:
- first name: Zoltan
- last name: Tallosy
- demo SEGA Genesis/Mega Drive Overdrive by Titan [web]
- @oerg866:
coming from the c64, I would expect more from a 68000 coupled with next next gen 2 playfield gfx + 80 sprites, 512 color, other than stuff that looks like c64 did in early 90's, lifted to 16 bit standard.
You have right though, I have no idea how hard is to do stuff with the kind of weird console HW of the era, where you have hardly access to the framebuffer.
somewhere I read Genesis can do smth like 3.35mb/s with dma, thats smth like 64 kb at 50fps. so shouldnt that be enough to push out big flat cube ? Just asking I'd really like to know where and what is the bottleneck. is there really no chance for per pixel effects?
also tiles can be your friend, you can just draw the edges of the cube, and fill the inbetween with full tiles.
70 cycle mul is a luxury compared to where I come from, -we write our mul routines-, so is having time to check some timer if it's time to write a sample. boy we're happy if we can push samples fast enough, or having the bit depth. :D
obviously there is more work and tricking going on as I thought so sorry for that. - isokadded on the 2013-08-26 13:59:38
- demo SEGA Genesis/Mega Drive Overdrive by Titan [web]
- oh and the interference, built in playfield + that brightness HW mode "magic".
- isokadded on the 2013-08-26 10:52:34
- demo SEGA Genesis/Mega Drive Overdrive by Titan [web]
- Cool presentation indeed, but as a coder I must say,it doesnt really looks like its stretching the hardware.
This console can display 80 sprites by spec, so the "bob" parts doesnt seem to do much than using whats already there.
Twisters, must be easy to change the gfx pointer per line, & 64kb & 64 colors for twister gfx should allow for something nicer. nice touch with doing 2 tho.
plasma: meh
fly over houses: gfx pointer manipulation over two playfields. nice idea tho.
rotating wheel, now this is interesting, looks like the HW helps to rotate some amount then change of gfx. probably best part technically.
chessboard: cool looking screen, HW seems to be used like to its 30% potential.
filled cube: very low accuracy rotation for a cpu with 32 bit and multiplication for free. and why is the damn thing so small? - isokadded on the 2013-08-26 10:51:32
- 64k Windows fr-minus-017: coderpr0n by Farbrausch [web]
- makes me oldschool sick
- sucksadded on the 2013-08-22 13:35:51
- demo Commodore 64 Wonderland XII by Censor Design [web]
- holy shit
- rulezadded on the 2013-08-05 08:41:25
- demo Atari XL/XE Wielblady 2 by Lamers [web]
- starts of nicely then the pace and feeling is butchered with the texts and naked lady, nothing happens for minutes, rotzoomers feel okay for the platform.
- isokadded on the 2013-07-31 15:04:19
- wild ZX Enhanced Kiss Kill by Gasman & Candy Says [web]
- great buildup, at first you think its a really slow streamer, but it shows more and more, great design, also cleverly picked video sequences, avoids showing high freq pictures mostly closeups ;) I also like the musical style. now I whish the next version has some cartoon style clash avoiding rendered anims, and more demoish music, going more wild :)
- rulezadded on the 2013-07-09 12:14:45
- demo Atari STe UFO by Dune & Sector One [web]
- fuckin awesome, and I say this as a coder living only for cool effects, and this demo has almost none. the design&music grabbed me by my balls.
- rulezadded on the 2013-07-01 21:51:29
- dentro JavaScript Rebirth by Hemoroids [web]
- hey look, I can do effects in a browser from 30 years ago ? but please use modern HW because we made it 30.000 times slower ?
- sucksadded on the 2013-06-27 11:36:55
- demo SEGA Genesis/Mega Drive Day Trip by Planet Earth [web]
- @alk, what graphic architecture is able to slow down a 7mhz 68000 so it underperforms a 0.984khz 6510?
- isokadded on the 2013-06-18 18:59:19
account created on the 2002-12-09 10:33:59