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 Post subject: Re: 3D Nes Emulator
PostPosted: Sun Feb 21, 2016 2:53 am 
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@mkwong98
- This is the side effect of shape segmentation algorithm and not related to chr ram :)

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Last edited by geod on Sun Feb 21, 2016 6:58 am, edited 1 time in total.

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 Post subject: Re: 3D Nes Emulator
PostPosted: Sun Feb 21, 2016 6:57 am 
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@tepples
Hatris Clip
https://youtu.be/8oP2PckYZIs

RHDE
https://youtu.be/NVUxS_JjrYY

With RHDE the emu hangs after the introduction scene. It seems to me that it does not like working with homebrew games at all :D

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 Post subject: Re: 3D Nes Emulator
PostPosted: Sun Feb 21, 2016 7:53 am 
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Location: NE Indiana, USA (NTSC)
Hatris
The BPS and Hatris logos were messed up, possibly because the background is not color 0. It tried to do a good job with the crown, but the background pattern overwhelmed the wizard hats. On the next screen, I was impressed that it almost got the jukebox, the "STAGE" cabinet, and the window right, but "SHOP" was recessed. "STAGE" also flipped to recessed once one was chosen. I'm not entirely sure anything will detect all possibilities correctly.

The gameplay screen looked surprisingly okay, though it got confused when rounded vs. not rounded. The conveyor belt flickered strangely, sort of like a bunch of things in Dr. Mario.

RHDE
The Blender-rendered, cel-shaded scene in the title screen is flat except for a couple cutouts in the guy towing the chair, caused by using sprites to cover attribute clash. (The title screens of Contra and Tetris 2 have the same thing.) I didn't really expect more, as recognizing depth from a scene like that would be very game-specific. "FURNITURE FIGHT" at bottom is recessed, making it look as if it were a wall that originally read "FURNITURE FIGHT" onto which "RHDE" had been spray-painted. I found this effect interesting. In the text at bottom, some words were extruded more than others, and the top ("5 Rounds" and "Endless") sort of got lost under the wall.

Select Race: The sides are more or less completely flat, except for under the poli character in the center, because it can't tell the sprites from the background. I was going to redesign this screen entirely for version 2 though. The "1" and "2" are rounded. The grass is rendered behind the house, possibly because it's behind sprites. And the sky is in front.

As for freezing, can you make your emulator output a trace log of executed instructions to see where it's getting hung up? It could in fact be my own bug in the game, where I'm depending on some poorly specified behavior of the system.


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 Post subject: Re: 3D Nes Emulator
PostPosted: Sun Feb 21, 2016 8:37 am 
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Very detailed feedback, thank you.

If you check the video of new version, DrMario does not flicker anymore :). In most case shape segmentation is the source of error. It's always hard and even harder when time constrains come into the show. I do not have the computation power to analyse the frame per pixel, only do it per tile so the situation is even worse. We still do not count the fact that shapes could share the same tile. Some pixels belong to one shape and some belong to another shape and the current mechanism couldn't do anything to deal with it :(. Anyway the emu should have specific game coefficients to obtain near perfect rendering but it's the future work.

The new version become hangs while running game with save state and i still don't know why, maybe i will implement trace log when i deal with this bug.

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Last edited by geod on Thu Mar 10, 2016 6:42 pm, edited 2 times in total.

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 Post subject: Re: 3D Nes Emulator
PostPosted: Sun Feb 21, 2016 10:05 am 
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Location: NE Indiana, USA (NTSC)
It might end up the case that we'll need to go with game-specific depth hints per tile.


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 Post subject: Re: 3D Nes Emulator
PostPosted: Tue Feb 23, 2016 6:49 pm 
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I think i will not try to achieve the perfect tile depth and z-position. Basically the creator designed the game with 2D space in mind so in some case it's almost impossible for perfect 3D space converting even by human mind. So my ultimate goal is much more modest - just a "decent" 3D scene with clear visibility of shape/tile.

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 Post subject: Re: 3D Nes Emulator
PostPosted: Tue Mar 08, 2016 12:47 am 
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Finally the beta is ready:
http://tructv.bitbucket.org/3dnes/
It only runs only Firefox for now.
Have fun!

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 Post subject: Re: 3D Nes Emulator
PostPosted: Wed Mar 09, 2016 4:25 pm 
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Location: New York, NY
http://www.ign.com/articles/2016/03/09/ ... -your-eyes


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 Post subject: Re: 3D Nes Emulator
PostPosted: Wed Mar 09, 2016 5:15 pm 
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Kudos on the amazing work!

JOOC, are you using some machine learning algorithm to learn to classify the shapes? If yes, which one?


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 Post subject: Re: 3D Nes Emulator
PostPosted: Wed Mar 09, 2016 9:44 pm 
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Just no at the moment.

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 Post subject: Re: 3D Nes Emulator
PostPosted: Thu Mar 10, 2016 7:54 am 
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Formerly AlienX
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Aaand AlphaOmegaSin just made a video about your emulator. Congratulations!

*Edit: Also, trying to open a game of my own, but the script crashes. (And, yes, I am running it on Firefox) Any help?

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 Post subject: Re: 3D Nes Emulator
PostPosted: Thu Mar 10, 2016 8:07 am 
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BioMechanical Dude wrote:
Aaand AlphaOmegaSin just made a video about your emulator. Congratulations!

*Edit: Also, trying to open a game of my own, but the script crashes. (And, yes, I am running it on Firefox) Any help?


Please try to reread the just updated "How to play" section. If it still does not work for you then let's blame on the Unity and Firefox guys :(.

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Last edited by geod on Sat Mar 12, 2016 7:46 pm, edited 1 time in total.

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 Post subject: Re: 3D Nes Emulator
PostPosted: Thu Mar 10, 2016 6:54 pm 
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Location: New York, NY
https://www.youtube.com/watch?v=bcpC9HQqrAA


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 Post subject: Re: 3D Nes Emulator
PostPosted: Sat Mar 12, 2016 7:43 pm 
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Formerly Fx3
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Well... the online version is unplayable. You need high lucky to get it working.


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 Post subject: Re: 3D Nes Emulator
PostPosted: Mon Mar 14, 2016 8:36 pm 
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One lucky guy:
Metroid
Balloon Fight
Monster in My Pocket

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