Bullets hell demo

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TOUKO
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Bullets hell demo

Post by TOUKO » Thu Jul 30, 2020 10:53 am

Hi guys, someone posted a video, of a snes's bullets hell demo, what do you think ??.
https://www.youtube.com/watch?v=Gc9TeVA ... e=emb_logo

Unfortunately, there is no additional informations about this demo .

93143
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Re: Bullets hell demo

Post by 93143 » Thu Jul 30, 2020 2:03 pm

Very interesting. Looks pretty frantic, and that player ship is quite large... From the word "alpha" I expect this is intended to be a full game; hopefully it gets finished.

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Señor Ventura
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Re: Bullets hell demo

Post by Señor Ventura » Thu Jul 30, 2020 5:01 pm

I can't see it

93143
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Re: Bullets hell demo

Post by 93143 » Thu Jul 30, 2020 5:09 pm

Wait, what? It worked fine before, but now it's a "Private Video"...

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Nikku4211
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Re: Bullets hell demo

Post by Nikku4211 » Thu Jul 30, 2020 6:52 pm

TOUKO wrote:
Thu Jul 30, 2020 10:53 am
Hi guys, someone posted a video, of a snes's bullets hell demo, what do you think ??.
https://www.youtube.com/watch?v=Gc9TeVA ... e=emb_logo

Unfortunately, there is no additional informations about this demo .
The video has been privatised. I don't know who uploaded it, but as there's a chance it was removed for a reason, there's a chance that the uploader either feels shame, or does not want the public to know about it for other reasons. In that case, I think it's best to just leave them alone just in case they want to be left alone, therefore, I think nothing of it.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

TOUKO
Posts: 293
Joined: Mon Mar 30, 2015 10:14 am

Re: Bullets hell demo

Post by TOUKO » Fri Jul 31, 2020 1:21 am

Yeah, the video is private now, i don't understand why :?

There is some informations:
kulor07/29/2020
this may help shed some light on it
it's a spatial grid-based collision detection system
2 slots per 16x16 for player bullets, 4 slots per 16x16 for things that hurt you
thus ensuring no enemies are doing more than 2 collision checks, if any at all, and the player isn't doing more than 4 collision checks (again, if any at all)
Image
kulor07/29/2020
if I just let the ships shoot at me, it's done somewhere between scanline 150-160
if I hammer the fire button, it can go up to just over one frame's worth, causing some slowdown

lintbe07/29/2020
ok cool tough ... how many bullets at all ?
kulor07/29/2020
this system doesn't really differentiate between types of entities
and the number of entities is hard capped at the number of hardware sprites
so you could go over 100 if you didn't have much else going on
did a random sample and

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Nikku4211
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Re: Bullets hell demo

Post by Nikku4211 » Fri Jul 31, 2020 12:11 pm

Oh fuck...

Thank you.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

turboxray
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Re: Bullets hell demo

Post by turboxray » Sun Aug 02, 2020 8:23 am

TOUKO wrote:
Fri Jul 31, 2020 1:21 am
Yeah, the video is private now, i don't understand why :?

There is some informations:
kulor07/29/2020
this may help shed some light on it
it's a spatial grid-based collision detection system
2 slots per 16x16 for player bullets, 4 slots per 16x16 for things that hurt you
thus ensuring no enemies are doing more than 2 collision checks, if any at all, and the player isn't doing more than 4 collision checks (again, if any at all)
Image
kulor07/29/2020
if I just let the ships shoot at me, it's done somewhere between scanline 150-160
if I hammer the fire button, it can go up to just over one frame's worth, causing some slowdown

lintbe07/29/2020
ok cool tough ... how many bullets at all ?
kulor07/29/2020
this system doesn't really differentiate between types of entities
and the number of entities is hard capped at the number of hardware sprites
so you could go over 100 if you didn't have much else going on
did a random sample and
About the spatial grid system; it isn't free. There's overhead for every single object. I realize this is a bullet hell demo, and the enemy bullets have a 1x1 collision box (are the player shots 1x1 as well??)... so this helps since it doesn't need to span two or more grid boxes. But you have to check which box your bullet is in for any given movement, and potentially remove itself from the old slot and install itself in the new slot. I'm not convinced this is optimal over traditional (with early opt out) collision detection (and definitely not if the collision box is larger than 1x1), unless you have something like player bullets destroying enemies bullets ( something like O(n^2) compare).

TOUKO
Posts: 293
Joined: Mon Mar 30, 2015 10:14 am

Re: Bullets hell demo

Post by TOUKO » Sun Aug 02, 2020 9:23 am

are the player shots 1x1 as well??
Really i don't know, there is no precise informations for now on the collision system .
But before the video was private, it seemed that the player's ship collisions were based on a box, a little one .

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