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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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2023194 No.2023194 [Reply] [Original]

http://www.youtube.com/watch?v=di_MnKNDfm0
http://www.pouet.net/prod.php?which=64255

ONLY FOR PAL.

>> No.2023318

neat

>> No.2023346

>>2023194
Looks cool, but it's not very technically impressive. SNES video hardware handles all of those effects by itself...

>> No.2023650

>>2023346
Have to agree, the C64 has done better technical effects with far weaker hardware.

This is one of my favourite C64 demos, and lesser known than most. I think it has the most impressive hardware-bending effects

http://www.youtube.com/watch?v=XbpJA-SQ-5Y

Note to those not familiar with the C64 -- take note of the light blue border around the screen right at the beginning, that area can be any colour, but nothing can be placed there by the hardware as it was originally designed ;)

>> No.2023676
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2023676

HAHA NICE DEMO NINTENDON'T

https://www.youtube.com/watch?v=sQNcIKAIBF0

MAKE WAY FOR BLAST PROCESSING

Just joking, I love both consoles.

>> No.2023687

The music reminded me of Chipzel, a qt3,14 which has some interesting musics for Hexagon games.

https://www.youtube.com/watch?v=N6atL8AwzKc

>> No.2023707

>>2023650
hey i have an old C64 from my dad and a pair of games but i ahve no idea how the ports work it only has 3

>> No.2023730

>>2023707
It's one of the best documented systems ever. work it out!

>> No.2023734 [DELETED] 

>2023650

>muh weed plant
>Normal iz Boring xD

fuck those faggots.
dropped.

>> No.2023861

>>2023194
Quite frankly I'm astounded at how well the SNES was able to handle/render the effects from 0:44-1:11

also
>dubstep

>> No.2023867

Some Genesis demos
https://www.youtube.com/watch?v=4bSYNuqBIvs
https://www.youtube.com/watch?v=wDZSlJbsWjc
https://www.youtube.com/watch?v=b-bkMvSSII0

>> No.2025356

>>2023650
You know it ain't good then you have to compare the SNES demo to a C64 demo instead of an Amiga demo.

>border
I like how they intentionally transition the border and screen out of sync some times so you can see how they accomplish some of the effects.

>> No.2025378

>>2023734
Yeah, that's always a bit pathetic to see.

>weed lol hardcoar
Their GFX guy probably smokes like a chimney and thinks he's cool.

>> No.2025407

>>2023861
>Quite frankly I'm astounded at how well the SNES was able to handle/render the effects from 0:44-1:11

SNES can do bitmap backgrounds. Meaning you just draw whatever the shit you want on them in software.

On the Megadrive, this is much harder to do because you additionally have to transform the gfx into tilemaps and upload them to vram on the fly, which takes significant amount of power AND you can only upload tiles during vblank, which greatly limits your fill rate.

>> No.2025470
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2025470

>>2023861
This is dubstep? I thought it was just techno. I can't tell the difference. Kids these days and their newfangled music.

>> No.2025484

>>2023650
that was incredible!!!!

>> No.2025537

>>2025470
It's either Dubstep or Electro house

I honestly get the two confused sometimes

>> No.2025584
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2025584

>C64 babies thinking their demos are even remotely impressive at all
Make way for the Amstrad CPC
https://www.youtube.com/watch?v=YJosZfm560Q

>> No.2025612

>>2023734
>>2025378

Jesus H. Christ. What is it with /v/ and getting assbergered over weed?

>> No.2025809

>>2025584
>implying more powerful computer is more powerful
>doing all the effects the C64 has been doing since 1994

>> No.2025815

>>2023194
This reminds how much SNES homebrew scene was pathetic compared to other (less popular) systems.

One fuckin (and barely impressive) demo in 10 years.. wow.

>> No.2025981

>>2025815
Blame poor hardware documentation, a lock-out chip, a very common need for coprocessors, and a nonstandard CPU with a serious lack of compilers.

Genesis, by comparison, is exceedingly well documented (down to the individual bus cycle on both the CPU and VDP), had support in GCC for decades, has only a simple software lock-out (that you activate in like 2 instructions), and is generally simpler, cheaper, and more common hardware.

>> No.2025982

>>2025537

sounds like Hard Electric

>> No.2025983
File: 3 KB, 224x158, ( ͡° ͜ʖ ͡°).png [View same] [iqdb] [saucenao] [google]
2025983

>>2025612
>What is it with /v/

>> No.2025990

>>2025407
The Megadrive can do VDP DMA at any time, but it's very slow during active lines. You get around 200 bytes per line in blanked lines, but only 16 or so in active lines. It's a big waste of CPU time, unless you just do immediate transfers and sprinkle that in your other code (there's a 4-word FIFO, IIRC, so you can do small writes efficiently any time).

>> No.2026030

>>2023676
That was tight.

>> No.2026084

Neo Geo does 3D.
http://www.youtube.com/watch?v=KMjWWziNQRU

Atari Lynx does Mode 7.
http://www.youtube.com/watch?v=sVcbyWj3V5k

>> No.2026227
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2026227

I honestly wonder why these demo people don't put their effort into making proper games. I mean they have a very sharp understanding of the hardware they're using, so surely making a game would be more logical.

>> No.2026428

>>2026227
Making games takes more time, effort and manpower and serves a separate function from these tech demos. Here, one or more nerd can work at getting an artistic release on focusing on the specific things they want to do instead of having to serve a project leader and his wishes. So, Steve gets to make the music he wants, Dale the code that emulates a mode 7 effect while Carl makes wicked sprite art.

>> No.2026484

>>2026084
That's the Neo Geo CD though, which is a different animal - shitloads more RAM, and I think the CPU could actually write to VRAM, unlike the normal Neogeo where the sprite chip just directly addressed the gfx from the ROM all the time. (not 100% sure about this - need to re-check the specs)

>>2025990
I thought you couldn't transfer data to vram when the VDP was drawing shit (it locks the vram access), so on active lines you could only transfer data during HBLANK which isn't that useful.

The problem is still that 1. you need to convert bitmap to tilemap, and 2. you simply cannot push enough tiles into vram to fill the entire screen at a decent framerate... or even half the screen at a decent framerate.

>> No.2026679

>>2026484
>2. you simply cannot push enough tiles into vram to fill the entire screen at a decent framerate... or even half the screen at a decent framerate.
If you force-blanked half the screen (an additional 112 lines, on top of the normal 38 lines during vblank), you'd have 150 lines of transfer time. That gives you approximately 30,000 bytes, or ~930 tiles. Your remaining screen space is 320x112, or 40x14 tiles. That's 560 tiles to fill the screen. So, you could easily transfer that at 60hz locked if you had enough CPU time in those 112 active lines to do anything useful.

>> No.2026867

>>2026084

http://www.youtube.com/watch?v=0L23b9nKI5I
1:20 SNES does voxel graphics
10:20 SNES does 3D

>> No.2026993

>>2026484
>That's the Neo Geo CD though
Here's the MVS version.
http://www.youtube.com/watch?v=lMQkIor8hyI
http://www.pouet.net/prod.php?which=59253

>> No.2027295

>>2025612
It's not about weed. It's about trying to show everyone you smoke weed like anyone gives a fuck.

Only retarded go around in real life bragging about smoking weed to people. Smoke your weed, get high, enjoy. Just shut the fuck up about it you losers.

>> No.2027310

>>2026867
C64 does Voxel landscape - better
http://youtu.be/RKEHePK8TPQ?t=48s

3D? Oh man, where do I begin. The C64 has been doing 3D for decades. A single transforming shape on the SNES? Colour me unimpressed. The C64 has done several blended changing shapes at once, and whilst this is an example with only one shape, it is 3D with many, many more faces than the SNES demo.
http://youtu.be/pBqimxejYpg?t=7m17s

>> No.2027317

Best C64 Demo coming through.
This is from the guy that made his own chippophone and plays retro video music on request.


Guy's a beast.

https://www.youtube.com/watch?v=7BpHchYDO6s&list=UU8ge7La_vq48PVEmR-DJ5Wg

>> No.2027324

>>2027317
BTW, the background info on the realtime-GCR decoding on that demo is incredible: http://www.linusakesson.net/programming/gcr-decoding/index.php

>> No.2027335

>>2027324
>http://www.linusakesson.net/programming/gcr-decoding/index.php

Neat! Thanks will check his site out. Never been to it.

>> No.2027414

>>2027324
>http://www.linusakesson.net/programming/gcr-decoding/index.php

Interesting!

>> No.2027441
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2027441

>>2023734

>> No.2027459

>>2026227
These fancy effects are probably taxing those decades-old computers as it is

>> No.2027935

>>2027295

It's not the weed, anon. Admit it.

I've seen this behavior on /v/ for years. Anybody who doesn't try to be the most unassuming, foot-shuffling, walk-in-line nobody is shunned. Being too into any hobby, or pastime seems to annoy the average /v/irgin.

>> No.2028028

>>2027935
You have a point, but even so, stuff like this reminds us "normals" of times we've interacted with smelly pot heads in real life with their stupid deadlocks, colorful knitted caps and the constant need to talk about weed. Often the nicest people you meet, but so boring and usually developmentally challenged in some way.

>> No.2028038

>>2026227
Some of them do which resulted in things like Hitman and Red Zone

>> No.2028043
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2028043

>>2027935
>Anybody who doesn't try to be the most unassuming, foot-shuffling, walk-in-line nobody is shunned. Being too into any hobby, or pastime seems to annoy the average /v/irgin.
There's a place to be a speshul snowfwake and it's not here.

>> No.2029641

>>2028043
Oh man, I love donuts.

>> No.2030653

Mods of /vr/ a shit.
>deleted a post that was simply an opinion on displaying your love for weed in a video game demo

fuck you, you stoner fat fucks.

>> No.2030691

Why are demosceners so obnoxious? Why can't you just say "here's my attempt on X, enjoy" instead of "ya guys ready 4 da armageddn!" and stuff.

>> No.2034450

>>2030691
They're not all like that, some have more laid-back personality. It's just those guys aren't screaming in your face like that during their production, so maybe you didn't notice them.

There's also others who do the whole "I am demogod bow before me lamers" line, but it's tongue-in-cheek. :-P

>> No.2034489

>>2030691
The worst problem I have with the demoscene is that everyone does the same fucking effects all the time. I mean I understand that you can do horizontal spinning vector blocks just by manipulating the background width/height at h-interrupts, but for fucks sake everyone already seen that 25 years ago.

That, and everyone just craps a lot of effects with a fadeout inbetween. There is no composition. The demos feel like they have no beginning or end. I understand that they are meant to be effect orgies, but they could at least group them all around a concept or something like that.
Or at the very least, make every effect flow from one to another, to make the entire demo completely seamless. Edge of Disgrace was like that, and it was one of the best demos I've ever seen because of it.

>> No.2034516
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2034516

This is the winner of X 2014 democompo. It's C-64 demoparty held in Holland every two years.

https://www.youtube.com/watch?v=9SRRTgo-LWA

>> No.2035010

>>2030691
What you have to understand that back when these demosceners were 13, the in-fighting was genuine. Now it's just an in-joke, like "look at what idiots we were back then". It's definitely not serious nowadays and everybody is hugely supportive of everybody else in the scene.

>> No.2035017
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2035017

>>2029641
THEY ARE HOTDOGS

>> No.2036775

>>2034489
Go make a demo about it

>> No.2038056

>>2034516
awesome. imagine if games played like this in the 80's.