#164999 - cosmic4z - Fri Dec 05, 2008 4:44 pm
Dunno if Simon, or one of the other admins can post this on the main page or not ... but check em out:
http://www.jamiewoodhouse.co.uk/pages/tools/demos.php
It's using a 'rotational isometric' engine. I have code and tools (I developed specifically for it). There's a lot of ASM in there too, so it's all pretty efficient.
It'd be cool to put it in the public domain, I don't expect to make anything out of it. But would be great if anyone wanted to make a game using the tech (or even port it to DS).
What do you guys think?
Cheers,
Jamie. :)
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#165003 - Kyoufu Kawa - Fri Dec 05, 2008 6:51 pm
That's one profoundly disturbing effect @_@
#165009 - Maximus32 - Sat Dec 06, 2008 12:07 am
That looks just amazing! I really like the 3D effect. And the image quality is great! It also looks like it's running at full speed (60fps?). Would it still run this smooth with sound and serial communication?
Anyway, there's many commercial games that don't look this good. It would be a shame not to use this for a GBA racing game.
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#165010 - silent_code - Sat Dec 06, 2008 12:29 am
One of the best, if not the best GBA game tech demo I've seen so far!
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#165011 - Wraggster - Sat Dec 06, 2008 12:56 am
nice looking demos, posted over at dcemu, reminds me in some way of paperboy from the viewpoint :)
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#165013 - cosmic4z - Sat Dec 06, 2008 2:08 am
Thanks guys.
The base engine is all coded in ASM, and runs very efficiently. Unfortunate that I never did anything with it.
I'd like to make the tech publicly available, free, and open source (maybe I just get credited if anyone uses id commercially or something).
I'm sure it'd be pretty easy to post to DS too.
I also have level editor tools, and a tool for placing the sprite objects on the map. Also, I played around with having 2 layers (BG2 and BG3) at different heights, which looked mega-cool.
The sprites are not re-used thought, so it's limited to displaying a max of 128 / frame.
Yeah, it's all 60hz, and plenty CPU time left after the engine has done it's thing.
I don't have a massive amount of time to dedicate to the project, so if anyone wants to get involved, that'd be fantastic.
It's a pisser, you know when you go to all the trouble to create some tech, and it doesn't get used; I'd like to see someone use it. :)
Let me know what you think.
Cheers,
Jamie. :)
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#165014 - cosmic4z - Sat Dec 06, 2008 2:11 am
Maximus32 wrote: |
That looks just amazing! I really like the 3D effect. And the image quality is great! It also looks like it's running at full speed (60fps?). Would it still run this smooth with sound and serial communication?
Anyway, there's many commercial games that don't look this good. It would be a shame not to use this for a GBA racing game. |
Thank you. :)
Yep 60hz ... and what you see there uses very little CPU.
I'd say MOST commercial games for the GBA and DS, are a complete pile of POOH ... licenced to be 'crap' ...
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#165015 - cosmic4z - Sat Dec 06, 2008 2:13 am
silent_code wrote: |
One of the best, if not the best GBA game tech demo I've seen so far! |
Thanks silent_code. :)
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#165016 - cosmic4z - Sat Dec 06, 2008 2:15 am
Wraggster wrote: |
nice looking demos, posted over at dcemu, reminds me in some way of paperboy from the viewpoint :) |
No Problemo. :)
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#165017 - JLsoft - Sat Dec 06, 2008 4:32 am
One of the best uses I've ever seen of prerendered sprites :D
#165043 - kusma - Sun Dec 07, 2008 6:35 pm
Really nice stuff!
#165044 - cosmic4z - Sun Dec 07, 2008 6:40 pm
Thanks everyone.
I'll probably move these on to my blog (once I get it setup); and include a whole lot more info and tech specs, and also details of the tools used in the creation of these demos.
I'm thinking a really cool thing would be to get this tech. working on a DS. I know very little about DS development though. Though I'm sure it's not mega hard to convert this.
Hopefully I can get some help and guidance with this mini-project from the community. :)
All the best,
Jamie. :)
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#165046 - Maximus32 - Sun Dec 07, 2008 7:20 pm
Quote: |
I'm thinking a really cool thing would be to get this tech. working on a DS. I know very little about DS development though. Though I'm sure it's not mega hard to convert this. |
The DS is sort of an upgraded GBA. It has all capabilities/hardware the GBA has, and more. So it should be very easy to port to the DS.
BUT, since the DS has built in 3D graphics, this demo would probaby not be that spectacular on a DS.
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#165047 - cosmic4z - Sun Dec 07, 2008 7:59 pm
Sure. :)
Just out of curiosity, does the DS still have the same 128 sprites limit?
Thanks,
Jamie.
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#165049 - Maximus32 - Sun Dec 07, 2008 9:05 pm
I'm not sure, the DS has more video ram but I don't know about the sprite limit. You could have a look here. It's got the best technical information on both the GBA and the DS, as far as I know.
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#165055 - silent_code - Mon Dec 08, 2008 12:33 am
Yes, it's still 128 and the NDS' 2D graphics in general have just a few additions (and bug fixes) when compared to the GBA's.
I'd say, go for it, you'll feel comfortable in no time. :^)
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June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#165066 - Maturion - Mon Dec 08, 2008 7:18 pm
Really nice release man! Keep the good work up!
#165115 - tepples - Wed Dec 10, 2008 4:22 am
cosmic4z wrote: |
does the DS still have the same 128 sprites limit? |
The 2D engines, one for each screen, have the same limit of 128 sprites. But the 3D engine (one screen only, unless you want to forfeit half your frame rate and half your texture memory) has a limit closer to 1,500 quads.
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#165125 - cosmic4z - Wed Dec 10, 2008 1:26 pm
Ah, thanks tepples. So the quads are like the maximum number of blits per frame to the screen buffer, or are they more like a hardware sprites?
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#165140 - silent_code - Wed Dec 10, 2008 8:56 pm
They are more like the hardware sprites, but I don't think that comparing apples with oranges is good. :^)
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July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#165222 - cosmic4z - Sat Dec 13, 2008 1:37 pm
OOoh I dunno.
I wonder if it would be feasible to apply the same principles (used in these GBA demos), but instead of working with GBA sprites, using DS quads?
Having 1,500 per frame, in an engine like this, could get some pretty cool results (with a LOT of pre-rendered 3d objects).
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#165247 - FluBBa - Mon Dec 15, 2008 1:22 am
Just putting a little perspective on the background and scaling the sprites a bit might give it an even more impressive look =)
Though it looks great as it is.
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#165253 - Kojote - Mon Dec 15, 2008 6:53 am
FluBBa wrote: |
Just putting a little perspective on the background and scaling the sprites a bit might give it an even more impressive look =)
Though it looks great as it is. |
the allmighty gba coding geek flubba :) /me bows down! ;)
ps: seems you really like optimized stuff a lot!
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#165310 - cosmic4z - Tue Dec 16, 2008 6:06 pm
FluBBa wrote: |
Just putting a little perspective on the background and scaling the sprites a bit might give it an even more impressive look =)
Though it looks great as it is. |
Hi FluBBa,
I didn't want to do sprite scaling, I figured with sprite scaling you get less sprites per scanline? But I know what you mean, the perspective is kinda funny! :)
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#165312 - cosmic4z - Tue Dec 16, 2008 6:51 pm
Kojote wrote: |
FluBBa wrote: | Just putting a little perspective on the background and scaling the sprites a bit might give it an even more impressive look =)
Though it looks great as it is. |
the allmighty gba coding geek flubba :) /me bows down! ;)
ps: seems you really like optimized stuff a lot! |
Yeah, I think it comes from coding in the old days, when you had very slow CPU's and next to no hardware support for graphics. You had to rely more on your own ingenuity than on harware.
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#165327 - tepples - Wed Dec 17, 2008 6:17 am
cosmic4z wrote: |
I didn't want to do sprite scaling, I figured with sprite scaling you get less sprites per scanline? |
The GBA/DS 2D sprite hardware has a limit close to 300 pixels with rot/scale vs. 950 without. The limit is much higher for the 3D hardware.
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#165516 - cosmic4z - Wed Dec 24, 2008 2:40 am
I *knew* there was some reason I didn't like the perspective idea.
I moved the demos to this new page: http://www.jamiewoodhouse.co.uk/pages/tools/moe.php
There's also a little blurb about the editor I made too.
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