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, 4
Author Message
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Sat Feb 16, 2019 4:49 pm
Someone is making a microgame maker targeting the NES:
http://forums.nesdev.com/viewtopic.php?f=22&t=18355
https://github.com/NovaSquirrel/NESMicrogameTool
EVs6WVZ.gif (391.43 KB)
EVs6WVZ.gif

  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Wed Feb 27, 2019 11:30 pm
Quote

A small Java tool to convert short animation loops to be played on MSX computers. This is the code that was used to generate the flag animation in the game XRacing ( https://github.com/santiontanon/xracing ).

The input is a GIF file, and the output is a collection of .asm file with the data necessary to play the animation. The data is divded into 2 parts:

Tiles/attributes: to be copied to each of the three banks of the VDP (the converted assumes MSX1 with Screen 2).
Name tables: the name tables of each of the animation frames, to be copied to the VDP at each frame.
Additionally, just to see the animation in an MSX. The tool prepares a small .asm file to show how to play the animation, and compiles it into a ROM that can directly be open on an MSX emulator.

The way the program works is by figuring out all the different tiles needed in each of the 3 banks to play the animation. Since only 256 tiles can be loaded at once, it assumes that only the name table can change from frame to frame, and it uses an automated clustering algorithm (k-medoids) to reduce the number of tiles to 256 (or to a smaller number if specified), in order to get an approximation of the animation.


https://github.com/santiontanon/animation2msx
  View user's profile Send private message Visit poster's website
  • Joined: 08 Dec 2013
  • Posts: 197
Reply with quote
Post Posted: Fri Mar 22, 2019 11:23 pm
A music video running on an unmodified Genesis/Megadrive:

(some impressive 3D polygonal action!)
  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Thu Apr 18, 2019 10:27 pm
GB studio is a visual tool for making games for the Gameboy:

Quote
Make GB games in minutes. Play in an emulator or your browser.

A free and easy to use retro adventure game creator for your favourite handheld video game system.

Create Real ROM files: Run your games on any compatible emulator, if you've got a flash cart you can play them on a real console!

Simple Setup: No complicated dependencies to install, just a single application with everything you need to get started.

No knowledge required: Simple visual scripting means you don't need to have made a game already. GB Studio also hides much of the complexity in building GB games so you can concentrate on telling a great story.

Build for the web: GB Studio comes with a web based emulator that even works great on mobile. You can quickly export your games to play in a browser or even upload to Itch.io.

- Visual game builder with no programming knowledge required.
- Design your graphics in any editor that can output PNG files e.g. Photoshop, Tiled, Aseprite.
- Example project included to get started right away.
- Make top down 2D JRPG style adventure games.
- Build real GB Rom files which can be played in an emulator or on device using USB Carts.
- Build a HTML5 playable game that also works on mobile and can deployed to any webserver or uploaded to Itch.io.
- Built for macOS, Windows and Linux.
- Supports both macOS light and dark mode.
- Includes the full tools that were used to build Untitled GB Game, free to play on Itch.io.


https://www.gbstudio.dev/
gbstudio.png (172.33 KB)
Scrrenshot
gbstudio.png

  View user's profile Send private message Visit poster's website
  • Joined: 09 Sep 2001
  • Posts: 234
  • Location: Umeå, Sweden
Reply with quote
Post Posted: Fri Apr 19, 2019 7:35 am
Super Mario Bros has been ported to the Commodore 64, based on the disassembled sources.

https://www.lemon64.com/forum/viewtopic.php?t=71262&start=0
  View user's profile Send private message Visit poster's website
  • Joined: 09 Dec 2013
  • Posts: 148
  • Location: detroit
Reply with quote
Post Posted: Fri Apr 26, 2019 1:49 pm
Magnetic Micro-Robots, which can move around, grab things, play tetris, etc.

  View user's profile Send private message
  • Site Admin
  • Joined: 19 Oct 1999
  • Posts: 12917
  • Location: London
Reply with quote
Post Posted: Mon May 13, 2019 9:01 pm
Maybe not the usual kind of thing here but this is definitely off topic, inspiring and technical...

  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Tue Jun 04, 2019 11:57 pm
Raspberry Pi embedded inside a NES cartridge running Doom on an unmodified NES.

  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Wed Jun 26, 2019 9:42 am
An experimental tool to automatically convert pop music to chiptunes:

Quote
In this paper, we propose an audio mosaicing method that converts Pop songs into a specific music style called “chiptune,” or “8-bit music.” The goal is to reproduce Pop songs by using the sound of the chips on the old game consoles in 1980s/1990s. The proposed method goes through a procedure that first analyzes the pitches of an incoming Pop song in the frequency domain, and then synthesizes the song with template waveforms in the time domain to make it sound like 8-bit music. Because a Pop song is usually composed of the vocal melody and the instrumental accompaniment, in the analysis stage we use a singing voice separation algorithm to separate the vocals from the instruments, and then apply different pitch detection algorithms to transcribe the two separated sources. We validate through a subjective listening test that the proposed method creates much better 8-bit music than existing nonnegative matrix factorization based methods can do.
Moreover, we find that synthesis in the time domain is important for this task.




https://github.com/LemonATsu/pop-to-8bit
  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Mon Jul 01, 2019 10:55 pm
Someone is making a Mode-7 engine for the NES.

  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Tue Jul 02, 2019 4:03 pm
Millfork: a middle-level programming language targeting 6502- and Z80-based microcomputers and home consoles

Quote

Millfork

A middle-level programming language targeting 6502-based, 8080-based and Z80-based microcomputers.



- high performance, due to being designed and optimized for 8-bit microprocessors

- multiple targets:

-- Commodore 64 (the primary target)

-- Commodore 64 with SuperCPU (experimental, incomplete and very buggy)

-- other Commodore computers: C16, Plus/4, C128, PET, VIC-20 (stock or with RAM extensions)

-- other 6502-based machines: Famicom/NES, Atari 8-bit computers, BBC Micro, Apple II+/IIe/Enhanced IIe, Atari 2600 (experimental)

-- Z80-based machines: ZX Spectrum 48k, NEC PC-88, Amstrad CPC, MSX

-- CP/M

-- Game Boy (experimental)

-- MS-DOS (very experimental, via 8080-to-8086 translation)

- multiple supported target processors:

-- well supported: MOS 6502, Ricoh 2A03/2A07, WDC 65C02, Intel 8080, Intel 8085, Zilog Z80

-- reasonably well supported: Sharp LR35902, CSG 65CE02

-- partially supported: Hudson Soft HuC6280, WDC 65816, Intel 8086

- inline assembly

- simple macros

- pay only for what you use: not a single byte of memory is used unless for code or explicitly declared variables

- a simple memory model that avoids using the stack

- multi-pass whole-program optimizer (that will even optimize your hand-written assembly if you ask it to)

- support for multi-file programs (Commodore only) and banked cartridges



https://github.com/KarolS/millfork
  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Tue Jul 23, 2019 10:14 pm
Someone made a C++ compiler targeting the Z80 by generating code for x86 and then translating that to Z80.

Quote
z80 code in c++.

all z80 compilers are C (or you can use assemblers). I want to use C++.

strategy: write some C++ that optimizes beautifully, compile to x86, convert to z80.

it's that or write a compiler backend for z80 for llvm/clang.


https://github.com/dominichamon/z80cpp
  View user's profile Send private message Visit poster's website
  • Joined: 25 Feb 2006
  • Posts: 535
  • Location: Belo Horizonte, MG, Brazil
Reply with quote
Post Posted: Mon Sep 30, 2019 10:30 pm
Quote
z80rogue, a roguelike game for MSX/Colecovision/Memotech
by Oscar Toledo G. Sep/29/2019.

You can edit internally the definitions for assembly for MSX,
Colecovision, or Memotech (put 1 to your selected platform,
and zero for all others).

It should be easily portable to any computer/console with
Z80 CPU and TMS9928 video processor.

https://github.com/nanochess/z80rogue
  View user's profile Send private message Visit poster's website
Reply to topic Goto page Previous  1, 2, 3, 4



Back to the top of this page

Back to SMS Power!