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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 |
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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... | |
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Posted: Thu Sep 14, 2017 10:47 pm |
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
Posted: Fri Sep 15, 2017 12:46 pm
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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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Posted: Wed Sep 20, 2017 10:17 pm |
Machine Learning is Fun Part 7: Abusing Generative Adversarial Networks to Make 8-bit Pixel Art
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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/ |
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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/ |
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Dino Dini fixes Dino Dini's Soccer
Posted: Sun Oct 01, 2017 11:57 pm
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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
Posted: Wed Oct 11, 2017 7:29 pm
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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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Posted: Wed Oct 11, 2017 10:57 pm |
Somehow I couldn't bring myself to do that for the Barbie source code... | |
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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? | |
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Posted: Thu Oct 12, 2017 10:49 am |
Our WIP Lashiec tool! Using it currently for Antarex project
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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
(has lots of other interesting new content on his channel also) |
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Posted: Thu Oct 12, 2017 12:33 pm |
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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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... |
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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... | |
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Posted: Sat Oct 14, 2017 3:59 pm |
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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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. | |
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Posted: Sat Oct 14, 2017 9:12 pm |
no rush, I'll check it out when it's released :) | |
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Posted: Thu Nov 16, 2017 10:13 pm |
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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Posted: Fri Nov 17, 2017 1:13 am |
Nebulus on c64 used the technique as well as Battletoads on the nes.
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Posted: Fri Nov 17, 2017 7:03 am |
He describes it as inspired by Nebulus. In general his videos are all interesting, well made, and horribly titled. | |
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Posted: Fri Nov 17, 2017 11:00 am |
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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Posted: Fri Nov 17, 2017 3:09 pm |
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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Posted: Sun Jan 28, 2018 1:24 pm |
Looks like someone is making a game-making tool for the NES:
https://www.kickstarter.com/projects/1316851183/nesmaker-make-nes-games-no-codin... |
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Posted: Sun Jan 28, 2018 9:29 pm |
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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Posted: Sun Jan 28, 2018 11:50 pm |
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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Posted: Mon Jan 29, 2018 8:51 am |
What about importing music and SFXs in VGM format and convert them? | |
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Posted: Mon Jan 29, 2018 9:59 pm |
That could work too. |
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Posted: Wed Feb 07, 2018 10:41 pm |
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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Posted: Thu May 03, 2018 12:20 am |
Someone created a online tool to create simple GB games without coding:
http://game-builder.cpprograms.net/ |
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Gym Retro
Posted: Fri May 25, 2018 9:07 pm
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https://blog.openai.com/gym-retro/
Let AI play Master System games for you! |
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Posted: Tue May 29, 2018 8:18 am |
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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Posted: Sat Jun 02, 2018 12:22 am |
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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Posted: Sun Jun 03, 2018 6:27 am |
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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Posted: Mon Jun 04, 2018 7:30 am |
SMSDMA? what's that about? I found the Tmee website to be down... |
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Posted: Mon Jun 04, 2018 12:02 pm |
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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Posted: Mon Jun 04, 2018 12:10 pm |
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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Posted: Tue Jun 05, 2018 3:48 am |
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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Posted: Wed Aug 29, 2018 11:01 pm |
Someone is making a cross-platform library for multiple 8 bit platforms:
https://github.com/Fabrizio-Caruso/CROSS-CHASE |
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Posted: Wed Sep 12, 2018 10:53 pm |
A REPL tool for Z80 assembly code:
https://github.com/abagames/z80-repl |
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Posted: Sun Oct 07, 2018 10:23 am |
Someone made a fully annotated disassembly of Metal Gear for the MSX.
https://github.com/GuillianSeed/MetalGear |
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Posted: Sun Oct 07, 2018 12:12 pm |
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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Posted: Thu Nov 22, 2018 9:24 pm |
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
Posted: Fri Dec 07, 2018 10:44 pm
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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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Posted: Tue Dec 18, 2018 9:58 pm |
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
Posted: Thu Feb 07, 2019 1:20 pm
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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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Posted: Fri Feb 08, 2019 8:57 am |
@Maxim: FTII back in the days has two "PC speaker out" modes - it was just amazing. | |
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Posted: Fri Feb 08, 2019 10:08 am |
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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Posted: Fri Feb 08, 2019 10:39 am |
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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