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"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 ![]() |
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Super impressive! Even though I sense a dark future where robots have all the retroprogramming fun of converting classics from one console to another... | |
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VR Goggles for the C64
https://www.youtube.com/watch?v=3Rr1DZsJDMQ ![]() |
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Statically Recompiling NES Games into Native Executables with LLVM and Go
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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. |
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Machine Learning is Fun Part 7: Abusing Generative Adversarial Networks to Make 8-bit Pixel Art
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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/ ![]() |
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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/ ![]() |
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Dino Dini fixes Dino Dini's Soccer
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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 :) |
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Exploring Megadrive Aladdin source code
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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/ |
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Somehow I couldn't bring myself to do that for the Barbie source code... | |
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the 'chopper' tool mentioned there would be such a nice tool for us to have... or can we get some similar tool somewhere anyway? | |
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Our WIP Lashiec tool! Using it currently for Antarex project
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How 3D was achieved in Toy Story on Genesis from the guy that programmed Sonic 3D/R
(has lots of other interesting new content on his channel also) |
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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? |
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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... |
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It lloks great for Génesis, which, i suppose, lets you load more sprites than máster, or reload when needed way faster than sms... | |
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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. |
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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. | |
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no rush, I'll check it out when it's released :) | |
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Technical explanation on how the rotating tower on Mickey Mania was done:
Pretty simple, once explained. Sounds like something that could be done on the SMS, too. ;) |
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Nebulus on c64 used the technique as well as Battletoads on the nes.
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He describes it as inspired by Nebulus. In general his videos are all interesting, well made, and horribly titled. | |
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I've been considering whether many of his hacks would work on SMS but to my inexperienced mind it seems the SMS VDP is too limited to use the same tricks (things like lower sprite limit and no direct pixel addressing). |
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Yes, most of them couldn't be done on the SMS. The spinning tower trick, though, seems well within its capabilities, at full 60 fps, though the number of platforms would have to be reduced. The first person trick used on Toy Story could also be done, though with a lower resolution and lower frame rate. |
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Looks like someone is making a game-making tool for the NES:
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Ummm.... Last post make me remember tululoo gamemaker, the awesome tool with i began to learn JavaScript. As It has the src Code released' could be interesting a change in its backend to do an sms maker. Could need an genéric engine too, but the one It has It was flexible (a Sort of flixel, but simpler) i made three or four games on It and It was a pleasure! | |
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I see what you mean: https://github.com/naiduv/Tululoo http://tululoo.com/ Well, yes, technically, unless its code does something really crazy (I haven't dived too deeply into its source) it should be possible to adapt it for making games for SMS; the sprite editor would have to be adapted to work with palettes (a lazier option would be to leave the editor as true color, but generate palettes on compilation, but that could lead to suboptimal results) and SMS's VDP hardware restrictions would have to be validated somehow to prevent the game from crashing. So, basically, there's two ways this could be implemented: 1. Lazy option: Leave the editors as they are; on compilation, the palettes would be generated, the graphic assets would be resized and converted accordingly, the sound effects ignored (or use PSGTalk to make a rough conversion); it would also be the user's responsability to create the scripts according to SDCC syntax. 2. Better option: Create palette editors, make the graphic editors use the palettes, create SMS-compatible SFX/Music editors and make the script editors use SDCC syntax. |
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What about importing music and SFXs in VGM format and convert them? | |
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That could work too. |
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Just to see if they could be used for a possible SMS related tool, I have taken a look at how some of those game creation systems save their projects; some of the most promising so far are: Tululoo Game Maker:
RPGBoss Engine:
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Someone created a online tool to create simple GB games without coding:
http://game-builder.cpprograms.net/ ![]() |
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Gym Retro
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https://blog.openai.com/gym-retro/
Let AI play Master System games for you! |
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Split discussion of https://brokenbytes.blogspot.co.uk/2018/03/a-48khz-digital-music-player-for.html to http://www.smspower.org/forums/17097-HifiSamplePlayer | |
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That's a pretty interesting hardware hack for the NES:
Reverse emulating the NES to give it SUPER POWERS! Making of "Reverse emulating the NES..." ![]() |
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My first thought was that it's on the same level as any "make an enhanced cart by putting modern hardware on it" project - namely, it's just turning the original hardware into a dumb terminal. However, the tricky part is how you manage the limitations within the display capabilities, which is obviously quite hard within the limitations of the N*S PPU. Also, the presentation makes a big difference.
On the Master System, we don't have the luxury (or laziness, depending on how you look at it) of having the video memory exposed to the outside world, making this kind of thing much harder, although tmee's SMSDMA cart gets some of the way there through the keyhole interface we have to video RAM. Edit: it's the same guy who did LearnFun and PlayFun some years ago, I think mentioned earlier in this thread, and also the automatic 3D rendering of N*S games. |
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SMSDMA? what's that about? I found the Tmee website to be down... |
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There's some information spread around the forum, basically putting a microcontroller on the cartridge which steals the bus and can write to the VDP as fast as it can accept data, which is much faster than the Z80 can write. | |
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Sounds nice, but probably the cons would be great, in order to be used in any game...
I would prefer to have audio chips in the cartridge, but that it's also impossible without the audio pin... |
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SMSDMA aint need no analog audio input pin.
Given the way it seems to work by still having the Z80 as the lead CPU, having to limit the sample rate to avoid stealing too many cycles is interesting. I always assumed it would be easier to just have the cartridge act as the CPU all-the-way. Of course, I can see how that's not to many people's tastes. |
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Someone is making a cross-platform library for multiple 8 bit platforms:
https://github.com/Fabrizio-Caruso/CROSS-CHASE ![]() |
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A REPL tool for Z80 assembly code:
https://github.com/abagames/z80-repl ![]() |
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Someone made a fully annotated disassembly of Metal Gear for the MSX.
https://github.com/GuillianSeed/MetalGear |
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That was done by the mythical Manuel Pazos, very well known in the MSX scene (and author of couple of remakes of "La abadía del Crimen") | |
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Someone managed to make a raycaster for MS-DOS in just 64 bytes.
https://hackaday.com/2018/11/21/tiny-ray-tracer-fits-in-64-bytes/ |
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badapple.it
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It's Bad Apple again, in module form, except that the module track view shows you the video.
https://modarchive.org/index.php?request=view_by_moduleid&query=179366 |
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Someone made a multiplatform Commodore 64/128, Apple //e, and Atari XL/XE game with online multiplayer.
http://8bit-slicks.com/ |
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PC Speaker to Eleven
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https://m.habr.com/en/post/439192/
Music for PC Speaker, with some nice background and discussion of the techniques and software created. |
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@Maxim: FTII back in the days has two "PC speaker out" modes - it was just amazing. | |
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I know - I spent hours playing mods on some other player with the best PC speaker PCM in DOS before I got a sound card. I had the Windows 3.1 PC speaker driver too... | |
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I bought the first issue of an English course from the newsagent (in 1994 I think...) because it included a COVOX like thing.
Trashed the course immediately, went on to code my parallel-port-connected-DAC 8086 asm routines for my games :D |
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