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Doom clone for unexpanded Amigas
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Here's a guy working on a FPS game similiar to Doom but that will run on an Amiga 500 or similairly specced Amiga.
https://www.youtube.com/watch?v=DvRxpxVRdEg |
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This is a quite interesting effect, considering the hardware:
I imagine a similar-looking effect could be implemented on the SMS using a fixed 6 colors background image (one for each lane, plus the background), and using raster interrupts plus midscreen palette changes for faking the scrolling effect (that is, supposing the SMS VDP could change 5 palette entries per scanline). Nope, I won't try implementing the idea. :P |
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This is a work in progress racing game that uses real-time rotation and FMV on the NES:
https://nlab.itmedia.co.jp/nl/amp/2008/05/news043.html?__twitter_impression=true |
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A fighting game for the MSX, with C source.
https://github.com/arcadenea/msxfighter |
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This guy built a working video card only using OTS parts.
Make sure to check the follow-up videos as well, in the third one he actually hooks up that video card with a computer he also built out of breadboards and stuff. And there went my whole afternoon. My girlfriend is hating me right now, I wonder if I should tell her what I actually did, or if it's better if she thinks I'm cheating on her 😁 Being interested in niche things is weird. |
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I remember seeing (some of) those videos about the VGA a few months ago - they're amazing! | |
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RE3 game engine from GTA3 disassembly
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https://github.com/GTAmodding/re3
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There will be a game programming contest for retro hardware from march 13th to March 29th:
https://itch.io/jam/retro-hardware-jam?fbclid=IwAR12fFl_RWOHjqctzoBjI9IU-YLoowDK... |
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Genius weird synth:
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Uppestcase and lowestcase letters
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Absolute genius, I am totally in awe. Also completely useless, so I am doubly impressed. |
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Project Binky
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Very off topic but also impressive and technical.
Spoiler alert: 7 years in and it’s not quite finished yet. |
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A c64 demo running on the floppy disk drive (which emits the video signal directly + audio using motors)
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the cables cutting hurt me physically | |
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I see... they're taking advantage of the fact that the C64 disk drive has its own microprocessor in order to bit-bang a video signal. Pretty creative, out-of-the-box solution. | |
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Genesis/Megadrive´s SOTN:
https://www.youtube.com/watch?v=e8WcbBsZSjg |
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"Elk is a tiny embeddable JavaScript engine that implements a small but usable subset of ES6. It is designed for microcontroller development. Instead of writing firmware code in C/C++, Elk allows to develop in JavaScript. Another use case is providing customers with a secure, protected scripting environment for product customisation.
Elk features include: - Cross platform. Works anywhere from 8-bit microcontrollers to 64-bit servers - Zero dependencies. Builds cleanly by ISO C or ISO C++ compilers - Easy to embed: just copy elk.c and elk.h to your source tree - Very small and simple embedding API - Can call native C/C++ functions from JavaScript and vice versa - Does not use malloc. Operates with a given memory buffer only - Small footprint: about 20KB on flash/disk, about 100 bytes RAM for core VM - No bytecode. Interprets JS code directly" https://github.com/cesanta/elk I guess it could be made to run on the SMS via SDCC, specially due to the low ROM/RAM requirements, plus the fact that it does not use malloc(). |
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An impressive Sega Genesis demo using graphics from Street Fighter V:
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The part explaining how the tank can move around a platform is pretty interesting.
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Pretty interesting that they managed to perform 4 channel wavetable synthesis at 23 KHz on the ZX Spectrum beeper:
I wonder if a similar technique could be adapted to the SMS PSG? |
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A pretty interesting WIP port:
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Why C64 need 256 kb of expansion for run this game. Not is much ram memory for a simple game? | |
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Let me quote someone who knows more than me:
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yeah like Sam's Journey does with NTSC, but any REU size would do in that case... | |
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A very interesting digital phone dialer from the '80s that uses core rope memory. From the Soviet Union.
Tear down, how it works, testing, etc |
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An interesting tool that generates an entire tileset from a single tile:
https://mokatunprod.itch.io/one-tile-to-tileset |
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How Out of this World was developed for Amiga:
https://www.youtube.com/watch?v=0iz9PJbs5rE |
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A tool for generating art using AI:
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A small technical test of raster effect capabilities on SMS
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While certainly off-topic, I'm not sure if this really qualifies as technical or if it wouldn't be better suited to the music subforum, but making a whole new thread for it seems a bit much.
Anyway, there's this YT channel I enjoy very much, called 8-bit music theory. To be honest, only a few of the videos are really about 8-bit stuff, but almost all of them are interesting and explain (sometimes rather complicated) aspects of music theory in the context of games soundtracks and in an easy to understand way. The video abot Mega Man's music helped, in fact, shape the soundtrack of Flight of Pigarus. I also took some cues from the one about drum arrangements for the music of my current project. Highly recommended! |
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wow, great channel Kagesan!, thanks for sharing | |
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While this one is in Unity, it does explain some techniques that can be used to make platforming controls feel tighter:
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Some cool effects in Nes, in special the reflection:
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Not really techinically impressive, but still cool.
https://www.neowin.net/news/man-creates-entire-game-of-pong-inside-a-single-spri... |
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Interesting explanation of various tricks used on SNES games:
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Not sure if it was mentioned here before, but Retro Game Mechanics Explained also has a lot of very insightful videos. After some months of silence he has posted 2 new videos.
Here is my favorite effect and video: The irony is that it's not the beautiful background effect that is causing the slowdown, but the the (too) many sprites in front of it. The platforms are also sprites here. I'm watching the new video about Castlevania Bloodlines now. |
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