Page 5 of 25

Posted: Thu Sep 12, 2013 1:59 am
by gasega68k
I'm here again with a new update of my demo. Now pushable walls work, and I've also added some sprites (objects) to see how it looks on the screen, but this is only a test, because the way sprites are calculated to be drawn is not based on the PC source code.
Here I leave this new video (to show where are the pushable walls, the "secrets" in the game) :D:
http://www.youtube.com/watch?v=dbkxz9Kq9No

And also here I leave the rom to download:
http://www.mediafire.com/download/qfc8l ... prites.rar

Posted: Thu Sep 12, 2013 2:04 am
by TmEE co.(TM)
This is very awesome ! Those lamps and tables alone make things more alive ! I hoped to see bonus items behind the walls ^^
Those should not be hard to add I guess, not harder than what you already have added.

http://www.tmeeco.eu/BitShit/68Kinside.png

hehe

Posted: Thu Sep 12, 2013 3:27 am
by haroldoop
Awesome technical achievement! :D

Posted: Thu Sep 12, 2013 4:13 am
by Nemesis
Wow, this is amazing! I never would have thought you could get this running at anywhere near this kind of framerate, or with an image that looks that good.
Using RESET on the Exodus emulator doesn't seem to help like TmEE co.(TM) did to get it working on real hardware. Which is not very surprising.
Just tested, and the reset does get it working on Exodus if you do it quick enough, you just have to use the "Soft Reset" option instead (under Settings->Mega Drive->Soft Reset). The hard reset is a full system initialization, which should produce the same result each time.

Posted: Thu Sep 12, 2013 4:00 pm
by inu
Nemesis wrote:Just tested, and the reset does get it working on Exodus if you do it quick enough, you just have to use the "Soft Reset" option instead (under Settings->Mega Drive->Soft Reset). The hard reset is a full system initialization, which should produce the same result each time.
Yeah... that was completely my mistake, didn't know soft-reset was hidden there.

Sprites being drawn like the original source or not, it looks seriously amazing!

Now as usual I gave this new demo a little bit too much attention and ended up finding another little bug. :P
Was able to do this several times on the 2nd pushable wall and once on 3rd pushable wall right next to the end of the level.
Basically I just had "running" + "forward" pressed and was spamming "use". Sometimes the wall simply vanished completely during the "sliding".

Posted: Thu Sep 19, 2013 1:29 am
by gasega68k
TmEE co.(TM) wrote:This is very awesome ! Those lamps and tables alone make things more alive ! I hoped to see bonus items behind the walls ^^
Those should not be hard to add I guess, not harder than what you already have added.

http://www.tmeeco.eu/BitShit/68Kinside.png

hehe
So you find the 68000 "inside" the rom :wink: . The textures are arranged in a way to make it faster to draw, so it's hard to see where the textures are in the rom.
inu wrote:Now as usual I gave this new demo a little bit too much attention and ended up finding another little bug. Razz
Was able to do this several times on the 2nd pushable wall and once on 3rd pushable wall right next to the end of the level.
Basically I just had "running" + "forward" pressed and was spamming "use". Sometimes the wall simply vanished completely during the "sliding".
About an hour after uploading the rom, was testing the demo and this happened to me once, but however much I tried not happened again. The next day I try again and I happened several times.

Well now here's a new version of the demo, I draw all static objects (they are 48 ), the error of the pushable walls was fixed, the routine to draw the sprites is faster and also I fixed some other things.
Download the new version here: http://www.mediafire.com/download/gwtzy ... ritesb.rar

Posted: Thu Sep 19, 2013 3:08 am
by Chilly Willy
Coming along rather well. About the only problem is the music... still doesn't play right.

It's amazing how good this looks and runs!

Posted: Thu Sep 19, 2013 3:53 am
by gasega68k
Chilly Willy wrote:Coming along rather well. About the only problem is the music... still doesn't play right.
The music is made with music maker v1.52 tfm, I use the GCC source that comes with the program to make the tfc replayer in asm but with 5 channels. I do not know if I made any mistake in the code, but someone has tested whether GCC version works well on real hardware?

Posted: Thu Sep 19, 2013 7:21 am
by TmEE co.(TM)
This looks great and does not slow down much either with the objects !

Posted: Thu Sep 19, 2013 4:59 pm
by Mask of Destiny
Haven't had a chance to run this latest version on the real deal, but looks quite good. Framerate isn't as solid as before, but still acceptable. Overall this is really impressive. I can't say I expected to see Wolfenstein 3D running at this quality and speed on a stock Genesis. Can't wait to see how it runs with enemies!

Posted: Mon Sep 30, 2013 3:34 am
by gasega68k
Hello everyone, I'm here again with a new version of the demo, now you can grab all the items, also did the sound effects for them, and now you can change weapons with START (to make the pause menu could be with C + START). in the next version I will add more levels to try, and also I will see what happens with the music that does not work well in the real hardware.

This is the link to download:
http://www.mediafire.com/download/n1tgn ... emo_b2.rar

Posted: Mon Sep 30, 2013 3:51 am
by TmEE co.(TM)
This is feeling so complete already !

Posted: Mon Sep 30, 2013 3:38 pm
by peekpoke
Thats amazing! Great work, thank you, gasega68k!

Posted: Mon Sep 30, 2013 10:11 pm
by gasega68k
Thanks for your comments. The sound effects of the items are made with PSG, but I noticed that in "FUSION" sounds different than "GENS" I do not know which one sounds like on the original hardware.
The sound of the pushable walls, if you had noticed lasts 3 seconds, but as I said before the maximum duration of the samples is 1 second, what I did was to modify a bit the code for that in this way the length of the samples may be more than one second. What I did was add a variable that indicates how many parts (of a second) has the sample, so that when one part ends immediately loads the next part of the sample, so the length of the samples no longer has that limit of a second.
This version also did some optimizations in the engine, if compared with the first version with sprites you notice the difference :).

I made a test rom with the code for the Z80 that comes with the tfm music maker with music I did for the demo to see if it works in the real hardware, can someone please tell me if it sounds good?.
Download here:
http://www.mediafire.com/download/hpbr6 ... tfmsmd.rar

Posted: Tue Oct 01, 2013 9:10 pm
by Sdw
The test version (tfmsmd.rar) plays back correctly on my PAL Megadrive with using and Everydrive MD.

The latest Wolf3D build (wol3ddemo_b2.rar) however does not, sound effects sound fine, but the music is just some isolated blips and blops, nothing at all like the test version.