bonefish information 1978 glöps
- general:
- level: user
- personal:
- first name: Bonefish
- demo Amiga OCS/ECS Sliced & Diced by Dekadence [web]
- good shit, as always!!
- rulezadded on the 2014-08-04 00:13:10
- demo Dreamcast Aona by Paradise [web] & Reality
- First off, thanks to all the guys that liked what we did!
Rebb and myself started discovering Dreamcast just recently, so several weeks ago, Rebb came up with an idea that we should try to do a fast prod for Assembly - a suggestion that I couldn't resist, even that it seems impossible from the beginning.
Anyway, even that it ended up as a simple production, a LOT of effort was spent to do it. Unbelievable as it sounds, we fought the unpredictable problems on every single step of a way. And not having a proper dev hardware until a weekend before the party haven't helped (broadband adapter is definitely a must for DC dev, if you ask me).
Regarding the performance... on every single thing we did, we couldn't believe the (bad) performance we're getting. We've dropped several great ideas and effects because they were just unbearable to watch.
That may be caused by bad coding, but when you have unrolled loop that is a only a call to the polygon draw function, and you're not able to draw more than 100 textured polygons (with alpha transparency) per one frame, then you start questioning other things. E.g. maybe it was caused by the fact that we haven't use a single line of Sega copyrighted code (original SDK), rather the latest KallistiOS (manually compiled from git). Or, maybe we did something wrong during the setup the crossdev, as we used the same how-to, but it is what it is. (let's me just mention here that I had 100x better polygon performance with the same parameters on 4 years older PSX)
Also, trying to get a knowledge from 10+ years old forum threads isn't much fun. Especially when half of those methods and functions are obsolete in today's version of KOS.
Anyway, we hope that we'll discover how to get around the performance problems (or solve them completely), and that this won't be our last release for Dreamcast. Even that it included too many sleepless nights (most painful was the ones before the trip), I've enjoyed working on the platform, and especially collaborating with all the guys included. And with all the problems we fought, at least it wasn't boring. :)) It can always be better, we could work on it for years, and never release it, but here it is, like it or not. It's far from being our best production, but we gave our best in a given time with a given tools.
And if you don't like it, please go make a demo about it. - isokadded on the 2014-08-03 23:30:25
- cracktro Amiga OCS/ECS Where Time Stood Still by Scoopex [web]
chiptune.- rulezadded on the 2014-07-30 16:22:02
- 64k Amiga AGA Flow My Programs by Software Failure [web]
- great prod, especially for 64k and done by one man.
- rulezadded on the 2014-07-29 22:46:31
- demo Amiga OCS/ECS Rubberdemo by Spaceballs [web]
- rubbervector ocs/ecs reference! (for now)
- rulezadded on the 2014-07-29 22:05:47
- demo Windows Mrs Escher's Nightmare by Andromeda Software Development [web]
- i like it, and also what phoenix said - I could see this to be enjoyable by non-sceners also.
- rulezadded on the 2014-07-27 11:35:36
- 32k cracktro Windows Hoodlum cracktro #2 by Hoodlum [web]
- cool!!!
- rulezadded on the 2014-07-25 22:42:12
- demo Amiga OCS/ECS Emperor of the North Pole by Spaceballs [web]
- excellent music layered nicely with cool effects, all packed within amiga ocs prod.
- rulezadded on the 2014-07-19 17:59:06
- cracktro Amiga OCS/ECS Interceptor by Unit A
- legendary!!!!
- rulezadded on the 2014-07-14 00:15:53
- game Amiga OCS/ECS Donkey Downfall by Resistance [web]
- looks like very fun game, too bad that it didn't work as expected at the party. definite thumb up!!!
(note: even that says that it will work on ocs/ecs, it crashes the same way it did on the stream/party - on plain 1200 it seems to work just fine) - rulezadded on the 2014-07-13 13:24:36
account created on the 2008-06-05 11:44:38
