DOOM/Wolfenstein for 8-bit/16-bit comps?
category: offtopic [glöplog]
He.. I looked at the Red Zone video and was like 'WTF - the music sounds like Hardwired', but then when I checked who was involved in the game, it became much clearer... :)
Yeah, the Red Zone music is really badass. And when you look at those levels you might want to keep in mind that unlike the SNES, the Megadrive did not have hardware support for rotation & scaling.. Zyrinx had some serious skills.
The SNES had only some hybrid 8bit/16bit processor at 3,Mhz iirc? But the custom gfx chips saved it. It has the most impressive games (gfx and great sound) I have seen in any 16bit. I guess the coders in megadrive used the 68000 at it's full to produce similar effects where possible. That game is very impressive and I have heard there are some scener group behind it but I can't remember right now which one (I could guess silents because someone mentioned hardwired but I might be partially wrong)
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some scener group behind it but I can't remember right now which one
Quote:
Zyrinx had some serious skills.
Without a doubt the SNES had the highest number of games that were fun to play of the two. The Megadrive did have a few really cool ones though, like Comix Zone.
"Mood" on C64
<shameless plug>
Back on topic (kinda). I did after all write a raycaster on the NES a few years ago..
It doesn't have textured walls - nor does it have any enemies to kill or items to collect. The speed is decent though.
ROM (must be emulated in PAL mode, or run on a PAL NES).
</shameless plug>
Back on topic (kinda). I did after all write a raycaster on the NES a few years ago..
It doesn't have textured walls - nor does it have any enemies to kill or items to collect. The speed is decent though.
ROM (must be emulated in PAL mode, or run on a PAL NES).
</shameless plug>
I really enjoyed Faceball 2000 on my Gameboy:
This is basically a MIDI maze port and slow as hell (1fps or so). Apparently, there is also a SNES version.
Speaking of weird gameboy 3d games. This obscure japan only release called X is using some proto-starfox wireframe 3d engine:
Speaking of weird gameboy 3d games. This obscure japan only release called X is using some proto-starfox wireframe 3d engine:
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That game is very impressive and I have heard there are some scener group behind it but I can't remember right now which one (I could guess silents because someone mentioned hardwired but I might be partially wrong)
Yeah, it was Silents. It seems like Kyd/Balle both were involved in Zyrinx that made Red Zone.
Speaking of wireframe 3D engines, there's Elite on the NES.
I always thought th 3D part of Numen was just some sort of vector animation.
Nitro/Black Sun: seems like demo-parts are OK too for people. :)
Although they're kinda easier to make than full games (or at least fully-playable games' demos ;) ).
We have several demos with 3D "doom-like" engines on Spectrum but I like the most the stuff of Brainwave's group.
http://yerzmyey.republika.pl/brain-doom3.gif
http://yerzmyey.republika.pl/brain-doom.gif
http://yerzmyey.republika.pl/brain-doom2.gif
Talking about adding non-textures stuff I think we would finally have to add "Total Eclipse" (and clones) after all, heh. ;)
Although they're kinda easier to make than full games (or at least fully-playable games' demos ;) ).
We have several demos with 3D "doom-like" engines on Spectrum but I like the most the stuff of Brainwave's group.
http://yerzmyey.republika.pl/brain-doom3.gif
http://yerzmyey.republika.pl/brain-doom.gif
http://yerzmyey.republika.pl/brain-doom2.gif
Talking about adding non-textures stuff I think we would finally have to add "Total Eclipse" (and clones) after all, heh. ;)
OK, maybe now it will be more visible. ;)
Hahahah.
Hahahah.
Encounter! for C64
I think this must be one of the first 3D-Shooters.
Played it many many hours in the eighties...
[
I think this must be one of the first 3D-Shooters.
Played it many many hours in the eighties...
[
The only problem is, this is about an atari port. And the C64 version of encounter is ugly as shit compared to the atari version. :D
Also, i just checked Toystory, the 3D level. Its really Plain 68000. Its 2x1 pixel size from what i have seen, but even with dithered texture colors. So it looks almost like 1x1. I guess its 25fps. Quite impressive. Something that Bloodshot would have really needed. :D
...and about the config of ZX Spectrum & the DOOM game.
Yes, regular 128.
http://www.youtube.com/watch?v=3v7cFGneuaw
On the beginning of the video I loaded Computer Tester to display what machine is that (ZX Spectrum 128+). Then I reset it and loaded DOOM game via diskdrive.
I'm not a good player 'though. :)
Yes, regular 128.
http://www.youtube.com/watch?v=3v7cFGneuaw
On the beginning of the video I loaded Computer Tester to display what machine is that (ZX Spectrum 128+). Then I reset it and loaded DOOM game via diskdrive.
I'm not a good player 'though. :)
Does anyone know about that other playable mood clone on C64 with the extremely colorful textures but still very low framerate?
Thanks for that Toy Story analysis Exin! Interesting stuff.
I wonder if something of similar quality could be made on a plain Amiga 500 for example, or does the Megadrive have some additional features that help, ie. a chunky pixel mode?
I wonder if something of similar quality could be made on a plain Amiga 500 for example, or does the Megadrive have some additional features that help, ie. a chunky pixel mode?
The Spectrum DOOM looks really great on YOUTUBE, I must admit.
Screenshots weren't very convincing but real game seems a masterpiece of 8 bit coding.
And these screenshots from "Wolfenstein3D" by Richard Wilson on Amstrad CPC look more than fine.
Also MOOD from C64 looks brilliant on YOUTUBE (with exception of monsters).
Screenshots weren't very convincing but real game seems a masterpiece of 8 bit coding.
And these screenshots from "Wolfenstein3D" by Richard Wilson on Amstrad CPC look more than fine.
Also MOOD from C64 looks brilliant on YOUTUBE (with exception of monsters).
@Sdw: Not iirc. But since tiles are 16-color on the MD you get 2x1 chunky pixels "for free" by having a texture with one byte per texel, where bits 0..3 are duplicated in bits 4..7, and then write the whole byte to VRAM for one "pixel" as you render the scene.
ENCOUNTER!
I've had that game in my head for years but didn't remember its name. Thanks for the tip, now I'm off to refresh some memories :)
I've had that game in my head for years but didn't remember its name. Thanks for the tip, now I'm off to refresh some memories :)