Carsten666
229 posts

Carsten666
@Carsten1349
Non gogoa, han zangoa.
Saxony Katılım Aralık 2022
61 Takip Edilen116 Takipçiler

@JM_NewBreed @NeoCverA @Clive_Frog_2_0 There's no way to describe it in more glowing terms. After over 30 years, it simply looks incredibly brilliant. These years were the blueprint for people like me, absolutely fascinating! Every pixel in the perfect place with the perfect color!
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@JM_NewBreed @NeoCverA @Clive_Frog_2_0 Quote from the tester:
"Viewpoint is the most elegant game that has ever jumped into my cartridge slot."
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@JM_NewBreed @NeoCverA @Clive_Frog_2_0 And here's another review of Viewpoint. I reveled in the visuals, absorbed them like sweet nectar. Simply beautiful, it almost has a philosophical quality to it. Last Resort and Viewpoint are the only two AES games I own; everything else is MVS and Neo Geo CD titles.

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@JM_NewBreed @NeoCverA @Clive_Frog_2_0 The description of Mutation Nation, shown below, is also amusing:
beautiful graphics, disgustingly beautiful enemies, the 2-player mode is praised, etc.
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@JM_NewBreed @NeoCverA @Clive_Frog_2_0 The following is written in the green highlighted text box above:
"While it is not definitively proven, all our research and, above all, common sense suggest that Last Resort was programmed by the R-Type inventors."

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@JM_NewBreed @NeoCverA @Clive_Frog_2_0 From a gaming history perspective, the Last Resort review in this magazine is also very interesting. The review was used as an opportunity to provide a brief overview of the R-Type versions of the time. I loved that.
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@JM_NewBreed Thank you, that's very interesting. Our game uses a tile-streaming system which allows us to load a large number of different graphics. This technique is only limited by storage space and is not dependent on video RAM.
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@Carsten1349 Auto Animation (4 or 8 frames displayed in a continuous loop).
Sorry for the simple explanation.
This was a feature unique to the NEOGEO system.
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@JM_NewBreed Thanks for the information. What is meant by the "auto animation" feature? Since I'm currently creating the graphics for a Mega Drive horizontal shooter, such details are of great interest to me.
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@Carsten1349 Back in those days, rendering-based visuals were very popular. PULSTAR and BLAZING STAR were arguably the peak of that style in terms of quality. The background animations worked especially well with NEOGEO’s auto-animation feature.
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@JM_NewBreed And it must be said that even Pulsar and Blazing Star, which had "rendered" graphics elements, have aged remarkably well.
It's also worth noting that American or European games have never come close to this magnificent Japanese style.
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@JM_NewBreed I saw the review of Last Resort in a German video game magazine and knew from the screenshots that I had to have this game. I adore the style of the Neo Geo games. Creating such iconic designs is true art.
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@JM_NewBreed Last Resort in 1992. Extravagant game but to short.
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Carsten666 retweetledi

** MEGA Parodius Scaling Effects Part 2 **
Well - this is the BIG one - literally !!
Huge thanks to my team @GabrielPyron & @VTRCHIPMUSIC for their efforts. Pyron has provided all the source frames for Puyon and his spikes / explosion and a lot of analysis video on how the spikes behave / move which was really helpful. Pyron also used his CRT setup for this video as we felt an emulator video would not do it justice - running on 100% real MD hardware FTW. Vector has provided the catchy boss music and its sounding great - as always !
The coding on this has been a bit insane - things done since part 1 post previous:
Implemented dual buffering - Last video was single buffered - so VRAM is very tight now , we only have about 40/2048 tiles free. For the longest time I didn't think it would fit - I found a vram jigsaw puzzle that made it work in the end. Double buffering has cleaned up the stability of the animation and matches the arcade scaling effect now albiet costing 2x more VRAM .
Vertical Scaling Implemented - the vertical scaler was taken from Lufthoheit ( my other shooter ) and its heavily optimised to reduce cpu usage. During the scaling the vertical scaler partitions the 68k processor registers into 2 sets, 4 registers are allocated to feeding the fast horizontal interrupt (h-int) that drives the vertical scaling , remaining 12 registers are for the horizontal scaler running in the background. This setup is much faster than normal backup / restore register methods, as we do not need to backup / restore registers in the h-int which would double CPU costs. The catch is the momment any background routine tries to use the H-ints registers it would break things so it has to be carefully timed.
Added the spike projectiles - this was very tricky to get close to the arcade, they are semi heat seeking missiles basically and hence needed code that worked out angle differences to player at speed theres no time for arc-tan or similar so it uses faster lookup tables to work out the angles . They speed up over time and get larger and whats more we can't keep all the scales in VRAM - we have room for 2 spike buffers only. Also what was a real pain was working out scaled coordinates for the circular launch of the spikes .
Added Fish Damage - Shock frame and Explosion frames from Arcade . Very proud of the fact we have the full arcade quality explosion is which is fully scaled also.
Added Temporal Masking - which is fancy wording for don't draw nothing to buffer if nothing is there already there for the scaling . So empty Corners and edges can be optimised out to lower cpu costs and rom costs. I had to make some scripting for this and work out what areas did not need drawing at all in the frame, which should be force cleared by cpu and which areas should just be copied from rom. This reduced rom size by 30 kb and with a bit more work we could extend that to 60 kb & get a bit more speedup even doing so.
Added a frame limiter . In the last video update we let the 68k burn hot and just pump out frames as fast as it could - here we match the arcade animation rate which does leave the cpu idling at times , particularly in the smaller frames - even at large though we could be running the animation 25 % faster , issue is though that would speed up the game logic and make it less arcade accurate. We had some real bullet / Spike hell simulations going without the limiter but yeah we had to tone it down a bit. Maybe in a hardcore mode we could let it run wild though !
Code is 95% 68k assembly with about 5% C code (v-int as its cold path ) driving things . This sort of thing needs all the speed it can get !!
Well now after all that I can return to finish off Level 1 haha - just a wee sidetrack there . No doubt we will polish stage 8 boss some more in time too !!
#SegaMegadrive #SegaGenesis #Parodius #SGDK
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