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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 |
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Posted: Wed Feb 27, 2019 11:30 pm |
https://github.com/santiontanon/animation2msx |
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Posted: Fri Mar 22, 2019 11:23 pm |
A music video running on an unmodified Genesis/Megadrive:
(some impressive 3D polygonal action!) |
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Posted: Thu Apr 18, 2019 10:27 pm |
GB studio is a visual tool for making games for the Gameboy:
https://www.gbstudio.dev/ |
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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 |
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Posted: Fri Apr 26, 2019 1:49 pm |
Magnetic Micro-Robots, which can move around, grab things, play tetris, etc.
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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...
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Posted: Tue Jun 04, 2019 11:57 pm |
Raspberry Pi embedded inside a NES cartridge running Doom on an unmodified NES.
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Posted: Wed Jun 26, 2019 9:42 am |
An experimental tool to automatically convert pop music to chiptunes:
https://github.com/LemonATsu/pop-to-8bit |
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Posted: Mon Jul 01, 2019 10:55 pm |
Someone is making a Mode-7 engine for the NES.
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Posted: Tue Jul 02, 2019 4:03 pm |
Millfork: a middle-level programming language targeting 6502- and Z80-based microcomputers and home consoles
https://github.com/KarolS/millfork |
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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.
https://github.com/dominichamon/z80cpp |
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Posted: Mon Sep 30, 2019 10:30 pm |
https://github.com/nanochess/z80rogue |
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Posted: Tue Nov 05, 2019 4:05 pm |
Spleeter uses machine learning to separate audio input into vocals, drums, bass and others; I imagine a similar concept could be used for better wav-to-psg conversions?
https://deezer.io/releasing-spleeter-deezer-r-d-source-separation-engine-2b88985... https://github.com/deezer/spleeter |
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Posted: Tue Nov 05, 2019 11:07 pm |
apuultra is an alternative apLib packer; on average, it compresses 5 to 7% better than apack while still mantaining compatibility, that is, the packed data can still be unpacked using the same old apLib routines.
https://github.com/emmanuel-marty/apultra |
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Posted: Tue Nov 05, 2019 11:25 pm |
Bitsy Game Maker is a pretty simple game making tool; its games use 8x8 1bpp tiles arranged into a 16x16 grid.
Its script format looks pretty easy to parse; I'm thinking whether I shouldn't implement a converter...
https://ledoux.itch.io/bitsy |
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Posted: Mon Nov 11, 2019 12:26 pm |
6502 emulator with full map of the chipset, running on the web
https://floooh.github.io/visual6502remix/ |
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Posted: Mon Nov 11, 2019 5:11 pm |
In webassembly with Dear Imgui inside of course... | |
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Posted: Tue Nov 12, 2019 4:04 am |
argh!!! deleted the wrong comment by mistake.. | |
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Posted: Sun Nov 24, 2019 7:41 pm |
Might be interesting this for someone: A developer explains how he did a golf game for the NES. | |
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Posted: Mon Nov 25, 2019 11:14 am |
Hey he follows me on Twitter. Very nice person to talk to, super helpful with any 8 bit retro dev stuff. |
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Posted: Wed Nov 27, 2019 11:09 pm |
Evoland has been ported for gameboy; the author even made a series of articles explaining the implementation process.
* Homepage * Github Article: * Intro * Part 1 * Part 2 * Bonus |
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The ZedRipper
Posted: Tue Dec 10, 2019 10:32 pm
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http://www.chrisfenton.com/the-zedripper-part-1/
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Posted: Fri Dec 27, 2019 9:15 am |
8bitworkshop now has SMS support!
http://8bitworkshop.com/blog/release/8bitworkshop-ide-release-3-5-0.md.html |
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Posted: Tue Dec 31, 2019 9:55 pm |
Bitsy converter allows one to convert Bitsy scripts into various output formats; for now, it has full JSON support, and partial Arduboy support; more formats will come later.
All you have to do is paste the script on the left panel, and the converted result will be displayed on the right panel. On the top of the right panel, there are also tabs for choosing the desired output format. Link on itch.io: https://haroldo-ok-2.github.io/bitsy-converter/ Source on Github: https://github.com/haroldo-ok/bitsy-converter I intend to start making it generate SDCC C source after I finish making it work on Arduboy. |
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Posted: Sun Jan 12, 2020 9:24 pm |
PCM player for the YM2413 OPLL:
https://www.msx.org/news/en/fm-pcm-player-10 Video: |
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Posted: Sun Jan 12, 2020 9:32 pm |
Quite cunning. |
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SpectNetIDE
Posted: Thu May 07, 2020 4:10 pm
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https://github.com/Dotneteer/spectnetide
Spectrum emulator inside Visual Studio, with debugging, assembly and emulation inside the IDE. |
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Posted: Sun May 31, 2020 7:00 pm |
A raycaster engine for the TI-99 (same VDP as the SG-1000/Colecovision/MSX, but different CPU). |
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Posted: Mon Jun 01, 2020 8:51 am |
It reminds me what I was trying to do for this year competition, still buggy as hell, but....
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Posted: Wed Jun 03, 2020 8:49 pm |
That's a pretty good start! Using different colors for y-aligned walls versus x-aligned walls should improve the visibility without too much additional effort; also, if you don't intend to use textures, it would be possible to use dithering to make distant walls look darker. |
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Posted: Wed Jun 03, 2020 8:51 pm |
"“Turbo Rascal Syntax error, “;” expected but “BEGIN” (Turbo Rascal SE, TRSE) is a complete suite (IDE, compiler, programming language, image sprite level resource editor) intended for developing games/demos for the 8 / 16-bit line of computers, with a focus on the MOS 6502, the Motorola 68000 (Amiga 500, Atari ST), the GBZ80 (gameboy), the Z80 and the X86, supporting the C64, C128, VIC-20, PLUS4, NES, Gameboy, PET, ZX Spectrum, TIKI 100, Atari 2600, 8086 (CGA). With the benefits of a modern IDE (error messages, code completion, syntax highlighting etc) and a bunch of fast built-in tools, it has never been easier to program for your favorite obsolete system!TRSE runs on Windows 64-bit, Linux 64-bit and OS X. Development began on Feb 24th 2018. The TRSE framework contains a number of project examples for multiple platforms, including almost 40 runable tutorials.TRSE also contains a real-time ray tracer that can export data (screens, charsets) to the C64/Amiga etc.
Please note that not all systems are implemented with 100% support yet: C64/VIC20 : 100% NES/Gameboy : 75% PET/PLUS4/C128 : 50% Amiga 500: 60% Atari 520 ST: 40% X86 : 40% Atari 520 ST: 40% TIKI 100 : 10% ZX Spectrum : 10% Atari 2600 : 20%" https://lemonspawn.com/turbo-rascal-syntax-error-expected-but-begin/ |
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Posted: Wed Jun 03, 2020 8:59 pm |
Thanks for the advice Haroldoop! I'm thinking on having different tiles depending on the alignment of walls and the distance, but first I've to solve some of the errors present in the current demo :-D |
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Home-made ColecoVision
Posted: Sat Jul 11, 2020 10:04 pm
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https://www.leadedsolder.com/2020/02/16/colecovision-diy-part-1.html
https://www.leadedsolder.com/2020/07/10/colecovision-diy-part-2.html Not actually done yet but a bit inspiring. |
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Posted: Wed Jul 15, 2020 10:28 pm |
How the Sonic 2 bonus stage was made:
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Posted: Sat Jul 18, 2020 3:19 pm |
Nvidia's GameGAN generates a game by training a set of neural networks with a combination of footage plus joypad inputs.
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Posted: Sun Jul 19, 2020 2:45 pm |
ISOEngine is an engine for making pseudo-3D games for the GameBoy using GBDK.
https://github.com/untoxa/ISOEngine |
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Posted: Mon Jul 20, 2020 10:34 pm |
An analysis of the source code for SNES Doom:
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Posted: Sun Sep 27, 2020 8:34 pm |
This one is pretty interesting: a Mode 7 effect for the MSX1:
* Forum post: https://www.msx.org/forum/msx-talk/development/msx-karts-1st-playable-demo?page=... * Github page: https://github.com/MartinezTorres/msx-karts * Online demo: https://webmsx.org/?ROM=https://github.com/MartinezTorres/msx-karts/releases/dow... |
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Posted: Tue Sep 29, 2020 12:18 am |
A few experiments on using AI to interpolate pixel art frames:
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Posted: Tue Sep 29, 2020 7:17 am |
Really impressive! I don't know if it relies on one of the bitmapped formats, but otherwise should be doable on the SMS... |
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Posted: Tue Sep 29, 2020 11:15 am |
If this is using only ⅓ of the height of the screen, so 8 tiles, it needs 256 tiles to have a proper bitmap. Also this means you have to push 8 KB to VRAM to update a frame. |
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Posted: Tue Sep 29, 2020 12:02 pm |
I would like to know how it's done (I'll need to check the github), because it's equally wonderful if it's done with a bitmapped mode or a tile based one... | |
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Posted: Tue Sep 29, 2020 4:23 pm |
At a very quick glance at the source, it seems to be using mode 2, so it seems to be tile based. It also seems to be using an enormous unrolled loop to read offsets into DE, add those to HL, read the result into A, then output that to the VDP. |
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Posted: Tue Sep 29, 2020 5:36 pm |
It's for MSX1 so you can load it into Emulicious and investigate it there. Being for MSX1 also means that it uses the "legacy modes". |
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Posted: Tue Sep 29, 2020 5:44 pm |
It seems it uses Graphics 2 because of a need to change data on a per-line basis, but the horizontal resolution is pretty coarse, it looks like 64 cells of 1x4 solid color across a scan line.
Since we have a scan line counter and interrupts, maybe a SMS approach could be using the TMS9918 multi-color mode? If you had a static PN (768 bytes) and four PGs (8K) dynamically updated you could cycle through the PGs every four scanlines. Thus the pixel mapping would be: PG #0 : Color data for line 0 and 4 for rows 0-23 PG #1 : Color data for line 1 and 5 for rows 0-23 PG #2 : Color data for line 2 and 6 for rows 0-23 PG #3 : Color data for line 3 and 7 for rows 0-23 I guess the problem is that the data isn't linear so you'd have to set the VRAM address a lot before writing data. That could hurt performance. Hmm, so maybe Graphics 2 is better. :) |
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Posted: Tue Sep 29, 2020 11:28 pm |
Taking a look at the tool that seems responsible for generating the lookup tables used by the demo (test_track_LUT.cc), it seems that, for every horizontal and vertical "subdivision" (lower two bits of the players' coordinates) and for every possible angle, there's a list of which offsets on the map "texture" will be used for which "pixel" on screen. | |
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Posted: Sun Nov 22, 2020 5:19 pm |
8bit unity is an unified API and toolset for making multiplatform games for multiple 8bit computers:
https://m.youtube.com/watch?feature=youtu.be&v=ISluNi50oEE http://8bit-unity.com/ |
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Posted: Wed Dec 16, 2020 1:20 pm Last edited by Bock on Wed Dec 16, 2020 4:44 pm; edited 2 times in total |
"SuperRT - an expansion chip for realtime raytracing on the SNES"
Youtube: Technical article: https://shironekolabs.com/posts/superrt/ https://twitter.com/CarterBen/status/1338871495016136705 |
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Posted: Wed Dec 16, 2020 1:59 pm |
I’m not sure how much I can agree that modern hardware using the host system as a kind of display adaptor is really a great technical achievement. However in this case it seems it’s simple enough to be supportable by the flash cart FPGAs similar to other modern “super FX” style enhancements, and it does seem to operate as a support chip for the main program rather than a system in itself.
Meanwhile, I still want to write a Master System native raytracer, targeting many hours per frame... |
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