Author Topic: Comparing the 16-bit Homebrew...  (Read 1848 times)

touko

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Re: Comparing the 16-bit Homebrew...
« Reply #15 on: December 18, 2013, 12:48:35 AM »
@fragmare: Yes it is, but needs a pal console to work,ntsc ones are not enough powerful.
« Last Edit: December 18, 2013, 04:40:14 AM by touko »

Black Tiger

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Re: Comparing the 16-bit Homebrew...
« Reply #16 on: December 18, 2013, 02:31:31 AM »
That Titan demo is ah-f*cking-mazing... Wish there was some flashy, eye-catching stuff like that on the PCE  :/

There's the Punk Floyd demo for SuperGrafx, which couldn't be pulled off on Genesis, SNES or PCE.
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Nando

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Re: Comparing the 16-bit Homebrew...
« Reply #17 on: December 18, 2013, 04:26:10 AM »

 SNES dev scene seems to have died off. Even then, most of the dev scene for SNES was in relation to translations and hacks. I can think of only one homebrew game that got released on cart for the SNES.



I've been wondering about this, with as much "love" as this console gets, one would think there would be more Homebrew on it.

Any standout Homebrews for the SNES/Super Fami?

Black Tiger

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Re: Comparing the 16-bit Homebrew...
« Reply #18 on: December 18, 2013, 06:18:03 AM »

 SNES dev scene seems to have died off. Even then, most of the dev scene for SNES was in relation to translations and hacks. I can think of only one homebrew game that got released on cart for the SNES.


It's supposed to be a nightmare to develop for. If it was as easy to orogram as the Genesis, there would be a steady stream if new games.


I've been wondering about this, with as much "love" as this console gets, one would think there would be more Homebrew on it.

Any standout Homebrews for the SNES/Super Fami?

 SNES dev scene seems to have died off. Even then, most of the dev scene for SNES was in relation to translations and hacks. I can think of only one homebrew game that got released on cart for the SNES.



I've been wondering about this, with as much "love" as this console gets, one would think there would be more Homebrew on it.

Any standout Homebrews for the SNES/Super Fami?
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roflmao

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Re: Comparing the 16-bit Homebrew...
« Reply #19 on: December 18, 2013, 12:28:59 PM »




Man, every time I see that demo, I'm impressed.  I wish those folks were doing awesome stuff for the pce/tg.

Bonknuts

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Re: Comparing the 16-bit Homebrew...
« Reply #20 on: December 19, 2013, 07:02:27 PM »




Man, every time I see that demo, I'm impressed.  I wish those folks were doing awesome stuff for the pce/tg.


 Maybe. You need a more PCE centric coder, or at least for the main coder. Someone that knows the system in and out. I actually have pretty big bag of tricks/effects that haven't been done on the PCE (at least publicly). Some of them are very specific to the PCE hardware and can't be done the same way on other consoles. I just never got a team together, or rather interested in the PCE, to put out a nice demo. I recently asked a chiptune artists that does MD and Famicom musics, if he wanted to help in doing a 'music' demo for the PCE. Something simple graphically/presentation, but focus on just pushed PCE sound limits. Got declined. Nothing new. Oh well :/

 None of the PCE 'demos' (in the traditional meaning) are impressive. Ccovell did some impressive stuffs, but not really in the traditional demo style (IMO). But speaking of which, here's a recent 'invite' made on the PC-Engine:
 
 
(mooz did the graphic effects). Download link: http://www.pouet.net/prod.php?which=62012


 Edit: I broke down and bought a Turbo Everdrive. My tototek card suck and my turbo rom board is limited to 8megabits. Tototek card also doesn't work with the SuperCDROM^2 addon and accessing BRAM of CD functions (I had a few demo ideas that used a hucard and 64k CDROM ram). Still waiting for that sucka (been almost a month now since I ordered it). Krizz or whatever is name is, said that he thinks the SF2 mapper supports up to 4megabytes (32megabites). Not the full 8.5megabytes that Mednafen supports, but better than nothing (assuming what he says is true).
« Last Edit: December 19, 2013, 07:16:33 PM by Bonknuts »

touko

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Re: Comparing the 16-bit Homebrew...
« Reply #21 on: December 19, 2013, 07:51:35 PM »
I agree with you, we needs some specific demo coders ..
Two sides in PCE dev could be fine, one for GAMES, and one for demos .

Bonknuts

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Re: Comparing the 16-bit Homebrew...
« Reply #22 on: December 24, 2013, 08:13:29 AM »
I agree with you, we needs some specific demo coders ..
Two sides in PCE dev could be fine, one for GAMES, and one for demos .

 I agree. And demos can also help on the game dev side too. Demo coders are always figuring out new tricks to do on the system, that can be applied to game development as well. Either partially or fully.

 Case in point; I have a special horizontal line fill routine for the PCE that doesn't require any local buffer in ram (which is expensive cpu cycle wise). You write directly to the VDC. It's fast too. I created it for a demo, but you could easily use it for a game. Polygons aren't the only thing you can do with it ;)

 Another case scenario; raster bars. The PCE actually has a second BG layer all to its self. A raster interrupt to change color #0 in the BG palette can be used to create a simple layer of parallax - in a game (and yes, not just stupid raster 'bars'). Etc. Actually, there are many examples. I create a whole thread about it (don't worry, I won't).

ccovell

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Re: Comparing the 16-bit Homebrew...
« Reply #23 on: December 24, 2013, 11:14:36 AM »
Etc. Actually, there are many examples. I create a whole thread about it (don't worry, I won't).

Please do!  ;-D  Actually, there are probably a couple threads with tech/effect analysis on the PCE already.

touko

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Re: Comparing the 16-bit Homebrew...
« Reply #24 on: December 24, 2013, 10:36:35 PM »
Some efficient 3D routines exist for C64, and why PCE with it's powerful processor would not be able to do it better ???

Arkhan

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Re: Comparing the 16-bit Homebrew...
« Reply #25 on: December 25, 2013, 11:48:00 AM »
Some efficient 3D routines exist for C64, and why PCE with it's powerful processor would not be able to do it better ???

Which 3D routines?   

I think some of those use the C64's bitmap mode, which is something we don't exactly have the same kind of access to on PCE.

Alot of the 3D stuff you see in games runs like shit, anyway.  The Sentinel was kind of neat, at least.

but, it's been awhile since I've looked into C64 stuff.   I haven't looked since 2007 or so.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: Comparing the 16-bit Homebrew...
« Reply #26 on: December 25, 2013, 08:41:22 PM »
keep in mind that C64 have a CPU at less than 1mhz, and bitmap mode or not this machine is widely less powerful than pce ..

when i spoke of efficient 3D routines, it was for demos of course not for games, arkhan you didn't expect to have realtime textured 3D in C64 games ??? ;-)

Arkhan

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Re: Comparing the 16-bit Homebrew...
« Reply #27 on: December 25, 2013, 09:54:02 PM »
keep in mind that C64 have a CPU at less than 1mhz, and bitmap mode or not this machine is widely less powerful than pce ..

when i spoke of efficient 3D routines, it was for demos of course not for games, arkhan you didn't expect to have realtime textured 3D in C64 games ??? ;-)

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: Comparing the 16-bit Homebrew...
« Reply #28 on: December 25, 2013, 10:20:47 PM »
 :lol:

eh is not in bitmap mode, but caracters .
If C64 can, pce can do it far better .
« Last Edit: December 25, 2013, 10:22:54 PM by touko »

Black Tiger

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Re: Comparing the 16-bit Homebrew...
« Reply #29 on: December 26, 2013, 04:01:30 AM »
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