Forums

Sega Master System / Mark III / Game Gear
SG-1000 / SC-3000 / SF-7000 / OMV
Home - Forums - Games - Scans - Maps - Cheats - Credits
Music - Videos - Development - Hacks - Translations - Homebrew

View topic - Off-topic inspiring technical stuff

Reply to topic Goto page Previous  1, 2, 3
Author Message
  • Joined: 25 Feb 2006
  • Posts: 453
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Tue Sep 12, 2017 10:37 pm
"Artificial intelligence uses less than two minutes of videogame footage to recreate game engine"

https://techxplore.com/news/2017-09-artificial-intelligenceuses-minutes-videogame-footage.html

  View user's profile Send private message Visit poster's website
  • Joined: 23 Mar 2013
  • Posts: 520
  • Location: Copenhagen, Denmark
Reply with quote
Post Posted: Wed Sep 13, 2017 1:06 pm
Super impressive! Even though I sense a dark future where robots have all the retroprogramming fun of converting classics from one console to another...
  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 453
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Thu Sep 14, 2017 10:47 pm
VR Goggles for the C64

https://www.youtube.com/watch?v=3Rr1DZsJDMQ

  View user's profile Send private message Visit poster's website
  • Site Admin
  • Joined: 19 Oct 1999
  • Posts: 11824
  • Location: London
Reply with quote
Statically Recompiling NES Games into Native Executables with LLVM and Go
Post Posted: Fri Sep 15, 2017 12:46 pm
http://andrewkelley.me/post/jamulator.html

It falls apart when games get too tricksy, but dumb codegen fed into a bunch of optimisers is actually quite a cunning way to do the port.

It's similar to the JIT efforts of some of the JavaScript SMS emulators.
  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 453
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Wed Sep 20, 2017 10:17 pm
Machine Learning is Fun Part 7: Abusing Generative Adversarial Networks to Make 8-bit Pixel Art

  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 453
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Fri Sep 22, 2017 1:43 am
Someone managed to implement a RCA Studio II emulator for the Intellivision:

http://atariage.com/forums/topic/260554-studiovision-an-rca-studio-ii-emulator-for-the-intellivision/

  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 453
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Sat Sep 23, 2017 11:20 pm
This is one of my own. :P

BlocklyVN32x is a visual editor that allows anyone to make visual novels for the Sega 32X with no programming knowledge.

Basically, it uses Blockly to edit the program visually, generates a C source file from that, does the necessary image conversions, and then compiles everything into a 32X ROM.

Video: https://youtu.be/dh5M_RHXBfg

Version 0.7.0: https://github.com/haroldo-ok/BlocklyVN32X/releases/download/v0.7.0/blocklyvn32x-portable-0.7.0.exe

GitHub: https://github.com/haroldo-ok/BlocklyVN32X/

  View user's profile Send private message Visit poster's website
  • Site Admin
  • Joined: 19 Oct 1999
  • Posts: 11824
  • Location: London
Reply with quote
Dino Dini fixes Dino Dini's Soccer
Post Posted: Sun Oct 01, 2017 11:57 pm
https://youtu.be/U7AcC7Hsu38

The original author demonstrates a game breaking bug triggered by emulators, and then proceeds to show how to avoid it...

(The random number generator state is stored in SRAM and will get stuck if that state is zero, which would rarely happen on a real cartridge. The check to get it out of the zero state is broken because the movp opcode doesn't set the zero flag, which regular mov does. He eventually manages to edit the SRAM file and the game starts having a proper RNG again. He codes like a grumpy old man :)
  View user's profile Send private message Visit poster's website
  • Site Admin
  • Joined: 08 Jul 2001
  • Posts: 7688
  • Location: Paris, France
Reply with quote
Exploring Megadrive Aladdin source code
Post Posted: Wed Oct 11, 2017 7:29 pm
Someone at GameHistory stumbled on Aladdin source code, it hasn't been released but they made a nice write-up about it and disabled game features:
https://gamehistory.org/aladdin-source-code/
  View user's profile Send private message Visit poster's website
  • Site Admin
  • Joined: 19 Oct 1999
  • Posts: 11824
  • Location: London
Reply with quote
Post Posted: Wed Oct 11, 2017 10:57 pm
Somehow I couldn't bring myself to do that for the Barbie source code...
  View user's profile Send private message Visit poster's website
  • Joined: 05 Sep 2013
  • Posts: 1914
Reply with quote
Post Posted: Thu Oct 12, 2017 8:09 am
the 'chopper' tool mentioned there would be such a nice tool for us to have... or can we get some similar tool somewhere anyway?
  View user's profile Send private message Visit poster's website
  • Joined: 29 Mar 2012
  • Posts: 308
  • Location: Spain
Reply with quote
Post Posted: Thu Oct 12, 2017 10:49 am
Our WIP Lashiec tool! Using it currently for Antarex project


A2D4ED29-EE7A-4258-BE22-AE5268730EFE.jpeg (185.3 KB)
Attachment fairy
A2D4ED29-EE7A-4258-BE22-AE5268730EFE.jpeg

  View user's profile Send private message
  • Joined: 25 Jul 2007
  • Posts: 537
  • Location: Melbourne, Australia
Reply with quote
Post Posted: Thu Oct 12, 2017 11:34 am
How 3D was achieved in Toy Story on Genesis from the guy that programmed Sonic 3D/R

https://youtu.be/IhMMK3QLxSM

(has lots of other interesting new content on his channel also)
  View user's profile Send private message
  • Joined: 05 Sep 2013
  • Posts: 1914
Reply with quote
Post Posted: Thu Oct 12, 2017 12:33 pm
kusfo wrote
Our WIP Lashiec tool!


seems nice! is it available? can be tweaked to use only 8x8 -or- 8x16 pixel sprites? does it support only 8-pixel aligned x and y offsets?
  View user's profile Send private message Visit poster's website
  • Joined: 29 Mar 2012
  • Posts: 308
  • Location: Spain
Reply with quote
Post Posted: Thu Oct 12, 2017 4:19 pm
For now it's only for sega megadrive, but probably it could be adapted to master system without much effort.

We'll make it public when it's less buggy...but if you want to try it, I can give you access to it...
  View user's profile Send private message
  • Joined: 28 Jan 2017
  • Posts: 233
  • Location: Málaga, Spain
Reply with quote
Post Posted: Thu Oct 12, 2017 6:53 pm
It lloks great for Génesis, which, i suppose, lets you load more sprites than máster, or reload when needed way faster than sms...
  View user's profile Send private message
  • Joined: 05 Sep 2013
  • Posts: 1914
Reply with quote
Post Posted: Sat Oct 14, 2017 3:59 pm
kusfo wrote
For now it's only for sega megadrive, but probably it could be adapted to master system without much effort.

We'll make it public when it's less buggy...but if you want to try it, I can give you access to it...


If it'll be open-source then I will see if I can add SMS specific features. If you don't plan to release the sources but you'll make that public anyway, we can somehow work together to add the SMS specific features.
  View user's profile Send private message Visit poster's website
  • Joined: 29 Mar 2012
  • Posts: 308
  • Location: Spain
Reply with quote
Post Posted: Sat Oct 14, 2017 4:16 pm
It'll be totally open-source, but now is too "antarex-centric". In any case, I can grant you acces to the gitlab repository if you want.
  View user's profile Send private message
  • Joined: 05 Sep 2013
  • Posts: 1914
Reply with quote
Post Posted: Sat Oct 14, 2017 9:12 pm
no rush, I'll check it out when it's released :)
  View user's profile Send private message Visit poster's website
Reply to topic Goto page Previous  1, 2, 3



Back to the top of this page

Back to SMS Power!