DOOM/Wolfenstein for 8-bit/16-bit comps?
category: offtopic [glöplog]
Actually I do wonder, are there many methods for wolf3d engines? Is the usual approach the best choice for 8bits or could there be different techniques more suitable and easy to optimize on old hardware? (Like the different approach he describes on MSX)
It's not texturemapped. But it's first person, it's networkable up to 16 persons on stock ST hardware and it's from 1987 :-)
MIDI MAZE!!
Probably the most fun I ever had with a game..
MIDI MAZE!!
Probably the most fun I ever had with a game..
the best tut on raycasting imho:
http://www.permadi.com/tutorial/raycast/
http://www.permadi.com/tutorial/raycast/
Here's another one, some sort of blitter shading on the walls instead of texture mapping. Four player network game on plain STe together with "3D" sound and decent framerate. Of course not nearly as impressive as Rays Wold3D on the ST, but for it's day it was quite good.
Substation
Substation
Optimus,
the article of the MSX guy is weird. not a word about calculating where and how to put wall column, how to get texture coord, etc.
sample code tells this much about the key problems:
draw wall of type room.ROOMSIDES[i-1].type
draw sprites
the article of the MSX guy is weird. not a word about calculating where and how to put wall column, how to get texture coord, etc.
sample code tells this much about the key problems:
draw wall of type room.ROOMSIDES[i-1].type
draw sprites
Xeron: erm... I wasn't talkin' to You at all, man. You didn't understand me. I'm very sorry. My response wasn't to You at all. Sorry once again.
Good one Optimus, I had forgot about Destruction Imminent :-)
And here's another for the ST.
Kill Things
And here's another for the ST.
Kill Things
@Optimus: oh, no way. I love you man. You have a doom monster in your avatar, not any fox or fenek or whatever it is. :-)
Citadel, playable on an amiga 500 when using the smallest screen size
Yep Hollowman, quite nice game.
Digression..
I remember days when Kane/Suspect was coding that first Amiga doom clone.
I remember, once, when it was finished, I visited the author and to my surprise, he offered me as a gift one of the first public-released original (which btw I have till today =).
There is a Polish devoted team, who ported and improved the game onto PC and MAC machines.
Check it out here. It is worth of it.
Digression..
I remember days when Kane/Suspect was coding that first Amiga doom clone.
I remember, once, when it was finished, I visited the author and to my surprise, he offered me as a gift one of the first public-released original (which btw I have till today =).
There is a Polish devoted team, who ported and improved the game onto PC and MAC machines.
Check it out here. It is worth of it.
:: GLOOM (deluxe)
:: Alien Breed 3D
:: Fears
:: Behind The Iron Gate
:: Alien Breed 3D II: The Killing Grounds
:: Alien Breed 3D
:: Fears
:: Behind The Iron Gate
:: Alien Breed 3D II: The Killing Grounds
Wow i first tought foxy "O" was directed at MrDoomMonster to, till i took a closer look ;)
Anyway,
Project Battlefield
Played it on ECS amiga, but i gues it runs on OCS to.
Anyway,
Project Battlefield
Played it on ECS amiga, but i gues it runs on OCS to.
Sim: Only "Behind The Iron Gate" is for 16bit, the rest is AGA/CD32 if LemonAmiga is to be trusted :)
Duke Nukem 3D on Genesis
I played a whole bunch of Bloodshot on megadrive.
...is anyone coding one of this for Breakpoint's 96kb? :D
One level in Toy Story on Genesis, it's not shooter but still worth mentioning.
http://www.youtube.com/watch?v=ksRULxaJhE0
Hmm, the toy story genesis wolfenstein has better resolution/size/speed than the others. Very nice.
Trick or Treat for the Amiga. PD game.
http://www.lemonamiga.com/?game_id=3108
(hotlinking doesn't seem to work)
http://www.lemonamiga.com/?game_id=3108
(hotlinking doesn't seem to work)
I suspect the toy story cart had some extra horsepower on board of some kind.
Yeah, I don't know all that much about the Sega Genesis/Megadrive hardware, but that Toy-Story wolf-engine seems to runs a bit too fast and covers a large screen area compared to what you would excpect out of a 7MHz 68000...
Didn't it need the 32X thingy? I know the SNES toy story game had one of those special chips. Anyway the game doesn't seem to have sprites, just the walls. Maybe it's just a labirinth.
I'm pretty sure Toy Story was a regular Megadrive game (not 32X). Also I'm not aware of any special chips used in Megadrive carts like they had on the SNES (SuperFX, DSP, C4 etc).
Toy Story on the Megadrive actually contained a 4-channel .mod player (not used during gameplay, as I'm assuming it ran on the 68000 - not on the Z80 which normally handles audio). As for the raycaster, it's obviously not fullscreen. And it may be that they're rendering at 2x2 pixel resolution - it's a bit hard to tell from the youtube video. But it's a pretty impressive game technically, along with Red Zone.
Toy Story on the Megadrive actually contained a 4-channel .mod player (not used during gameplay, as I'm assuming it ran on the 68000 - not on the Z80 which normally handles audio). As for the raycaster, it's obviously not fullscreen. And it may be that they're rendering at 2x2 pixel resolution - it's a bit hard to tell from the youtube video. But it's a pretty impressive game technically, along with Red Zone.