Search found 91 matches

Wed Apr 08, 2015 4:53 am
Forum: General Stuff
Topic: Cool ideas for a modern 2D system.
Replies: 36
Views: 6622

Re: Cool ideas for a modern 2D system.

toku is right, and I'm mistaken. Wolfenstein-3D uses ray casting. Doom, on the other hand: The Doom engine renders the walls as it traverses the BSP tree, drawing subsectors by order of distance from the camera (that is, the closest segs are drawn first). As the segs are drawn, they are stored in a ...
Tue Apr 07, 2015 8:15 pm
Forum: General Stuff
Topic: Cool ideas for a modern 2D system.
Replies: 36
Views: 6622

Re: Cool ideas for a modern 2D system.

Ray casting is a variant of ray tracing. Ray tracing requires that you trace a ray from the camera viewpoint to the level geometry for each pixel in the viewport. This is computationally expensive (640x480 = ~300k rays!). However, if we constrain the camera viewpoint so it is unable to rotate about ...
Tue Apr 07, 2015 7:06 pm
Forum: General Stuff
Topic: Cool ideas for a modern 2D system.
Replies: 36
Views: 6622

Re: Cool ideas for a modern 2D system.

I really don't get it, but why would having triangles be any better than squares? If you had a cube, it would take 12 triangles, but with squares, it would only take 6. Anyway, with a square, you can always make 2 of the coordinates exactly the same for a triangle. I know the Doom engine can't real...
Tue Apr 07, 2015 11:06 am
Forum: NESdev
Topic: Map data formats
Replies: 42
Views: 10239

Re: Map data formats

I've released the source code for the above multi-directional scroller (and the editor used to create the data for the same) on my github account under the MIT license. I hope it is useful to someone!
https://github.com/ZaneDubya/GalezieNES
Tue Apr 07, 2015 10:50 am
Forum: General Stuff
Topic: Cool ideas for a modern 2D system.
Replies: 36
Views: 6622

Re: Cool ideas for a modern 2D system.

Yes, I agree that a game can still look modern even if it's pixelated, if you include enough modern elements of other kinds, but this thread is about a modern 2D system , and I'm of the opinion that such a system should be able to support other kinds of modern art styles. That's a very good point! ...
Tue Apr 07, 2015 10:28 am
Forum: General Stuff
Topic: Cool ideas for a modern 2D system.
Replies: 36
Views: 6622

Re: Cool ideas for a modern 2D system.

Would the 2DS be considered a modern "2-D" console? Or perhaps the 3DS (any variety) on 2-D mode? --ShaneM, the Master of ASM That's an interesting question. Certainly, you can 'emulate' tile-and-sprite-based systems using 3D hardware (as noted above, the 3DS doesn't include the GBA/DS tile-mapped ...
Tue Apr 07, 2015 10:11 am
Forum: NESdev
Topic: Map data formats
Replies: 42
Views: 10239

Re: Map data formats

I'll back up Tokumaru here: it's entirely possible to implement a multi-way scrolling engine using minimal ram. However, to do so you need to spend more time thinking about how you'll lay out your map data structures in ROM. Thus the first page of this thread, entirely dedicated to how map data shou...
Tue Apr 07, 2015 9:40 am
Forum: General Stuff
Topic: Cool ideas for a modern 2D system.
Replies: 36
Views: 6622

Re: Cool ideas for a modern 2D system.

256x144, 256x160, and 256x196 That doesn't sound modern at all. This is just "retro without all the annoyances". This conflates 'modern' with 'high resolution'. The resolution at which a game is rendered is only one artistic choice among many, just like the choice of 2D instead of 3D. A game like S...
Tue Apr 07, 2015 8:37 am
Forum: General Stuff
Topic: Cool ideas for a modern 2D system.
Replies: 36
Views: 6622

Re: Cool ideas for a modern 2D system.

This topic is right up my alley! I'd like to propose an alternative to interpreting 'modern' as 'matching the capabilities of a modern computer or console'. As Shonumi said, "So, basically any PC, minus the GPU's ability to render 3D." Here is my proposal: PocketEngine is a modern GBA-inspired graph...
Mon Nov 17, 2014 12:44 pm
Forum: NESdev
Topic: Metroid ported to use the MMC3.
Replies: 32
Views: 16107

Re: Metroid ported to use the MMC3.

A github user named Adam D. has ported the various MetroidMMC3 make scripts to *nix. You'll need WINE and the python environment to run them. https://github.com/ZaneDubya/MetroidMMC3
Mon Aug 25, 2014 9:49 am
Forum: NESdev
Topic: Metroid ported to use the MMC3.
Replies: 32
Views: 16107

Re: Metroid ported to use the MMC3.

An update: I'm continuing to reformat the disassembly so that all the code and data could be moved anywhere and still referenced by any other code. Basically, this goal could be divided into two separate sub-problems: 1. Code in the switchable banks (\$8000-\$BFFF) reference data and routines in the f...
Sun Aug 24, 2014 2:59 pm
Forum: NESdev
Topic: Metroid ported to use the MMC3.
Replies: 32
Views: 16107

Re: Metroid ported to use the MMC3.

Here's a thought: how do you think a music engine like Famitone 2 would compare, feature-wise, with the default Metroid music engine? I think that with a little awesome engineering, it would be possible to replace one with the other...
Sun Aug 24, 2014 8:25 am
Forum: NESdev
Topic: Metroid ported to use the MMC3.
Replies: 32
Views: 16107

Re: Metroid ported to use the MMC3.

... converted it from CHR RAM to CHR ROM. This is brilliant. I know you can use the MMC3 to split up CHR ROM into 2x2kb and 4x1kb chunks. Do you use the 2kb chunks for BG or sprites? Since the sound engine (called from NMI) is stored in the original level data bank, when I added bank-swapping code ...
Thu Aug 21, 2014 8:08 pm
Forum: NESdev
Topic: Metroid ported to use the MMC3.
Replies: 32
Views: 16107

Re: Metroid ported to use the MMC3.

snarfblam wrote:You know, I've already written a hack to expand Metroid that places each level's object and screen definitions into its own 16k bank.
I didn't know that.
What modifications did you make? Did you have to make any trade-offs?
Thu Aug 21, 2014 3:40 pm
Forum: NESdev
Topic: Metroid ported to use the MMC3.
Replies: 32
Views: 16107

Re: Metroid ported to use the MMC3.

I remembered there was a patch that reduced the size of level data by about 1/4 or something due to metroid storing attribute bits for every object placed when the whole screen was set to a single attribute anyway. I'm certain this isn't the case - the very first room in Brinstar contains objects u...