Peter Bone

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Peter Bone

Peter Bone

@megakode

Game and software developer with roots dating back to C64. Love coding for old computers and consoles. Member of the demoscene group Desire.

Copenhagen, Denmark Katılım Aralık 2013
155 Takip Edilen154 Takipçiler
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Peter Bone
Peter Bone@megakode·
I spend the last year on a challenge: Create a modern genre game for a DOS PC with EGA graphics. Bit of a pain with the planar graphics modes and really slow video memory, but i think i did ok 🤷🏼‍♂️ i would be honoured if somebody would try it megakode.itch.io/spacefuel
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Peter Bone
Peter Bone@megakode·
@britelite78 congrats on the awesome PSX demo for Revision! I couldn’t help smiling a bit when i saw the Desire greeting in there. I take it as a clue that you saw my PSX demo at Revision 2021 :) i coded mine using the original PsyQ SDK on an old win98 machine though.
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Peter Bone
Peter Bone@megakode·
@leonard_coder My favorite production this year! Such an amazing fresh design, combining classic effects and cycle pushing in a really fresh new context :)
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Arnaud Carré
Arnaud Carré@leonard_coder·
Final version of our latest Amiga Cycle-Op demo released! Contains HDD version and also tons of technical details about all the fx in the end credits scroller. Youtube video also updated! Enjoy! pouet.net/prod.php?which…
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Peter Bone
Peter Bone@megakode·
@Puryx @revision_party I absolutely loved it! It really defined this years Revision! And what a coincidence that it was you who did it :) i was actually wondering who did it, and what a faithfull tribute to 90s happy hardcore it was. Would you mind sharing a short list of tools/plugins/etc used?
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Peter Bone
Peter Bone@megakode·
Note to self: Never skip going to the @revision_party demo party again. Those are my people. Where i belong. I was meant to be stowed away in a remote warehouse in germany, coding stuff for ancient computers and raving all night. ❤️ #demoscene #revisionparty2023
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Peter Bone
Peter Bone@megakode·
@cyningstandos I still want to try multi monitor setup one day. You know, where you have a monochrome adapter running your debugger, and the color adapter showing your game. TC supports that natively.
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Peter Bone
Peter Bone@megakode·
@cyningstandos I loved the debugger as well. I recently made a game in TC megakode.itch.io/spacefuel the only thing that annoyed me was that i couldn't get the IDE to play nice with my EMS routines, so i just used conventional memory. I would like to do a bigger project with O.W. one day though.
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Peter Bone
Peter Bone@megakode·
@bigevilboss @i_am_sverx Screw this.. i’m getting the old assembly books. Only proper way to optimize demo code :) I also really wanted to write some asm again, as i always see @heaven65021 doing all his demos in pure asm.
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Matt Phillips
Matt Phillips@bigevilboss·
@megakode @i_am_sverx Oh, sorry! Yeah I misread. I guess some of it still applies though. I've not done any SMS dev, only written an emulator.
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Peter Bone
Peter Bone@megakode·
Playing a bit with some demo coding on the #SegaMasterSystem ..but in C. Although i feel like i am quite proficient in fast low level C, everything seems to take so many cycles. Any clues as to where the common pitfalls are @i_am_sverx @bigevilboss ?
GIF
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Peter Bone
Peter Bone@megakode·
@bigevilboss @i_am_sverx I think you read my question as Megadrive.. SMS has no DMA :/ i tried caching everything in normal RAM though, and then move everything in one go afterwards. Didn't make a positive difference.
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Matt Phillips
Matt Phillips@bigevilboss·
@megakode @i_am_sverx DMA absolutely *everything* to VDP. Cache things like SAT table/palettes in main RAM and DMA changed blocks (or the whole thing). Never read back from VDP (except status+counters), always have a CPU-side cache of things like regs if you really need it.
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David Walters
David Walters@HiddenAsbestos·
Good progress today on blocking out what I want my instrument library to look like. I now need to make this scroll bar work and allow selecting a specific tile to get/put. Note that although this is the full GS set, but I don't need to make instruments for everything.
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Peter Bone
Peter Bone@megakode·
@evvvvil @wrightwrighter Looks awesome! What language/libraries did you use for writing it? Really interested because i want to start doing some tools for web, but hope to avoid the usual JS stuff, so getting inspired to hear what ppl use for tools like this. (Thinking of using Rust+webasm)
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evvvvil
evvvvil@evvvvil·
My new tool "POSH BROLLY, the flamboyant shader editor" has been updated to version 0.69.01b. Bug fixes, better pausing, proper previous frame. Thankx to @wrightwrighter for the help! poshbrolly.net
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Peter Bone
Peter Bone@megakode·
Back in the late 90s i worked at a gamedev company where we did a game about a skunk and a beaver, called Stinky & Beaver. Apparently the UK distributer was NOT happy with the naming or the box art. I can’t remember the exact changes we had to make though 🤷🏼‍♂️😂
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Peter Bone
Peter Bone@megakode·
@matthughson Are you telling me that this is AI? But.. they look so perfect!? No 6 fingers or rotated feet or anything.. wau.. can you give a hint as to what you query text was to achieve this?
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Matt Hughson (NES & Game Boy Developer)
I'd really like to crank out a very simple NES platformer over the course of a month. I spent lunch playing around with some concept art for a main character and setting. What do you think?
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Peter Bone
Peter Bone@megakode·
@Jameshhoward Interesting.. i just picked EGA because i had so fond memories of EGA games.
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James Howard
James Howard@Jameshhoward·
@megakode There are no bitplanes in CGA, everything is 2 bits per pixel with 4 pixels packed into each byte. Memory layout is interlaced so even lines at B8000 and odd lines at BA000.
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James Howard
James Howard@Jameshhoward·
Wolfenstein 3D is now fully playable in CGA! Full source code and binaries available on Github here: github.com/jhhoward/Wolfe… A 286 is no longer required either as it will run on an 8088! ✨ Read the thread below for details on what is featured in this CGA-ified version! 👇 (1/7)
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Peter Bone
Peter Bone@megakode·
@visionvortex The title screen amazes me every time i see it 😍 really amazing work Richard!
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Peter Bone
Peter Bone@megakode·
@ChevyRay @MonstersGo Somehow it tempts me to start learning Rust because of this, but there are also so many quirks and things with the PSX hardware that not even C could do for me. Some of all the graphics routines for me recent PSX demo i had to do in mips assembly, just to have full control over
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