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[Coding competition 2016] Be No Sqr by psidum, Sim, Slimeball
Posted: Sun Mar 20, 2016 5:45 pm
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http://www.smspower.org/Homebrew/BeNoSqr-SMS
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Posted: Mon Mar 28, 2016 2:18 pm | |||||||||||||||||||||||||||
Very impressive!
I think there's at least one game hiding in there. (Trailblazer-like squares, I'm looking at you.) |
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Posted: Mon Mar 28, 2016 3:00 pm | |||||||||||||||||||||||||||
This is a super demo! I ran it on my bedside PAL SMS CRT setup this morning - what a great way to start the day! Congrats on an impressive job - I'll surely be debugging the hell out it to study all the trickery :) | ||||||||||||||||||||||||||||
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Posted: Mon Mar 28, 2016 7:28 pm | |||||||||||||||||||||||||||
I'm just imaging your various other types of bedside SMS setup, and the arrays of systems in other rooms of the house, which made this specificity necessary :) |
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Posted: Tue Mar 29, 2016 12:20 pm | |||||||||||||||||||||||||||
Hardcore!!! Thanks for the kind comments. Efry made a recording from hardware for me (thanks). 25 fps so not as smooth as hardware but enough to give those without hardware an idea. There were a few glitches especially in the disco effect. Also sorry sverx. Somehow you became svrex in the credits :S .be I originally intended the project to be 2 or 3 simple effects but as I gained more knowledge of the hardware more and more possibilities opened up and I found it hard to stop. Sim got involved and i got some music from Slimeball. The SMS is truly an 8 bit beast. I hope this project encourages more SMS interest from the demo community. Oh and for those seeking some interactivity try holding both buttons and up on TY screen. Psidum. |
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Posted: Tue Mar 29, 2016 12:28 pm | |||||||||||||||||||||||||||
Don't worry, you're going to get a very bad vote for this :p |
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Posted: Tue Mar 29, 2016 4:08 pm | |||||||||||||||||||||||||||
Yeah, I wish :) Anyway, @psidum: Your demo has these separate effects - I wonder how you structure the execution of the final program (the whole demo)? Is there a main loop that is called at every frame or so, and then branches into the effect currently running,and then back to main at every frame, or is separate effects running in separate places in the rom, each effect with its own main loop, and then you jump to the next effect when it is time to move on? |
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Posted: Tue Mar 29, 2016 8:57 pm | |||||||||||||||||||||||||||
Absolutely amazing, great job!
The effects are great, the art and music are beautiful.. As Kagesan said, it looks like some cool games could be made out of some of those effects. The hidden controllable thing at the end, do you think perhaps with some palette alteration and extra work could become an infinite zoom? Out of curiosity, and I know that Meka is old and very broken, but do you have an idea of what in particular could be fixed in it that could improve the emulation for Be No Sqr? |
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Posted: Tue Mar 29, 2016 9:07 pm | |||||||||||||||||||||||||||
The only glitches I see are off-by-one raster FX, am I being blind to something else? | ||||||||||||||||||||||||||||
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Posted: Tue Mar 29, 2016 9:48 pm | |||||||||||||||||||||||||||
Music is pretty off in Meka. | ||||||||||||||||||||||||||||
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Posted: Tue Mar 29, 2016 11:59 pm | |||||||||||||||||||||||||||
I think the most accurate answer would be badly. At end of each effect jumps to initialization of next. Each is responsible for setting itself up without garbage on screen. There is no core process managing the flow. Since i was originally planning to release 3 effects and allow user to switch between with dpad transitions were not factored in early and the result is some very nasty transition code.
Yeah it could be done. I was focused on the vdp side of things since it posed the biggest hurdle, the math behind the effect is fundamentally flawed and could use some serious love. It forced me to place restrictions on the effect.
I feel best sverx or calindro would be best to advise on music. Meka does pretty well, handles the multiplexing well. It creates raster lines nice and late to capture most changes in hblank. Fusion on other hand does way to early. Raster issues on last effect are tricky. Like all effects with hindsight would have done things differently. The way I did it could not fit all the raster effects in the hblank, if you look on hardware you see the last palette update happens in active display on very left. This is what trips up Meka. Tricky since emulators tend to produce scanlines at a singular point of execution vs hardware which acquires data over previous lines plus during current scanline. |
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Posted: Wed Mar 30, 2016 12:53 am | |||||||||||||||||||||||||||
At least I tried. Great work anyway :) |
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Posted: Wed Mar 30, 2016 9:08 am | |||||||||||||||||||||||||||
It's beautiful and impressive. I guess my SMS II even felt proud running it...
well, it's so bad you're getting a low vote anyway :P |
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Posted: Wed Mar 30, 2016 10:52 am | |||||||||||||||||||||||||||
lol. Planning to update and release on pouet in a week, update will fix svrex issue. Holding off in case any more bugs surface and so it does not get lost in all the demos being uploaded from Revision. |
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Posted: Wed Mar 30, 2016 11:41 am | |||||||||||||||||||||||||||
Well, OK then (but if it becomes srevx I'm going to hack this board to be able to award you a negative vote - you've been warned - harharhar ;) ) | ||||||||||||||||||||||||||||
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Posted: Wed Mar 30, 2016 3:16 pm | |||||||||||||||||||||||||||
very very nice - I love it!
best regards, - dink |
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Posted: Wed Mar 30, 2016 6:21 pm | |||||||||||||||||||||||||||
This is most excellent ! | ||||||||||||||||||||||||||||
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Posted: Wed Mar 30, 2016 9:28 pm | |||||||||||||||||||||||||||
Mind: Blown. | ||||||||||||||||||||||||||||
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Posted: Fri Apr 08, 2016 3:06 am | |||||||||||||||||||||||||||
Minor update 1.01
- sdsctag fixed. - thanks screen fixed, svrex becomes sverx. |
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Posted: Fri Apr 08, 2016 8:02 am | |||||||||||||||||||||||||||
minor update, he calls it... ;) | ||||||||||||||||||||||||||||