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Warning : Blast processing overdrive !! Whats better than 440 sprites in 440 colors on Sega Genesis (eg last sprite multiplex demo) ? 660 sprites in 660 colors !! Did away with interupts and now fully racing the beam, Atari 2600 mode basically ! 3 sprites re-positioned and colored...

26,739 次观看 • 2 年前 •via X (Twitter)

11 条评论

Andore 的头像
Andore2 年前

You are making history in the Mega Drive community, your studies are showing a capacity never used during the console's commercial era and that is fascinating! I can't wait for your game to be released 🙌🔥🔥

Shannon Birt 的头像
Shannon Birt2 年前

Thanks for the kind words 🙏 We will definitely push the limits in all regards and hopefully have our unique space in the busy Mega Drive shooter scene. We are working hard on the game and this demo may even feature in a cut scene yet.

CYBERDEOUS - Crouzet Laurent 的头像
CYBERDEOUS - Crouzet Laurent2 年前

So proud to work with you ! This is fantastic.

Shannon Birt 的头像
Shannon Birt2 年前

Likewise , next demo has to have Cyber tunes !!

Shane Lynch 的头像
Shane Lynch2 年前

Awesome! Any chance of sharing the ROM? I'd love to see it in person without Twitter's video doing its thing.

Proyecto Mega Drive 的头像
Proyecto Mega Drive2 年前

My jaw has dropped again, as it does with all the demonstrations you do. I think today I will eat liquid food until my jaw can close.

Shannon Birt 的头像
Shannon Birt2 年前

Thanks !! Glad I can help with the weight loss 😉

Based Nerd 的头像
Based Nerd2 年前

Nice, mastery of racing the beam did miracles on the #2600 #VCS. I can only imagine what could be achieved with other hardware.

Shannon Birt 的头像
Shannon Birt2 年前

Yes I thought old tricks could work well on Mega Drive, I was using interupts before but they are not cheap on the megadrive, so once I managed to splice the movement code into the multiplexer and color change I was able to just constantly race the beam then.

téo 的头像
téo2 年前

Plz upload uncompressed video id love to see this without Twitter destroying it

Shannon Birt 的头像
Shannon Birt2 年前

Good idea , I think I'll do a deep dive in YouTube like the 440 colors demo. My YouTube link is in my bio.

相关视频

*** SOTA RETROCON S.O.T.A UPDATE *** Whilst the Versao LTDA team is busy at Retrocon showing off our latest Sega Genesis SOTA update, here is a small snippet of how the game is progressing. This video has 3 parts, our menu screen, rain - wind sub section of level 1, then the boss. Everything is still wip including my gameplay skill lol ( and i thought the controller would help .. ) Some challenges overcome : The Menu screen uses shadow and highlight transparency modes in two ways, the background mode for the light rays and then the sprite mode for the mist - it has a nice overlapping effect too, due to using the forground plane for the light rays (s & h background mode) the entire forground is made up of sprites - all the words are sprites . SaviorMarks sent me a screenshot of an issue with boss leftover Mist sprites affecting the menu screen and I thought that looks really cool - lets do that haha . Sometimes bugs are keepers !! The rain section uses more than 80 sprites, a sprite multiplexor handles the rain whilst normal non plexed sprites make up the moon / clouds in the far background , the lamp posts and lamp light in the mid forground and Fences in the front forground . Without the multiplexor there was too much drop out on the rain at times. The rain is still blinked in alternating X positions due to the pixels per line limit , but it gives a great result still. The lamp lights use Shaded Active Dither as S&H here would not overlap the enemies / player . The Boss was a challenge with its size and full frame updates, up to 650 tiles are changed per animation frame into vram. Custom Dual priority DMA routines and extended DMA timings are used (still NTSC 224 pixels tall screen size but most of the vblank was used for updating tiles ) . These methods were used to update the bosses dual display buffers. I needed to have dual priority DMA buffers as the player / waterfall etc had to update their frames whilst the boss is constantly streaming tiles. There are also S&H transparent Mist sprites used for the boss sequence. It seems if you want everything to break at once target a demo for a retrocon event haha, we had lots of issues mainly with vram getting stomped and as all animating sprites need to be DMA streamed to fit into VRAM as the forgrounds and backgrounds take up a lot of tiles. Some new tools which show the VRAM allocation for the sprite engine on a frame by frame basis helped and a self defragging VRAM system helped quite a bit also. Thankfully things are in a good state now apart from a couple of small bugs that persist. Thanks to SaviorMarks and GamesCare for putting up with and testing all the bugged updates haha !! #SegaGenesis #SGDK GamesCare SaviorMarks #VersaoLTDA

Shannon Birt

10,243 次观看 • 11 个月前

*** Mega Parodius Sega Megadrive Update *** Lately I've been having some fun seeing how far we can push the Parodius game engine . This is not arcade accurate - just for testing, decreased bullet timers and upped the bullet count to see what would happen re cpu usage when things are made a lot busier ! Maybe something like this could be insane mode in the options etc. Since last update we are a lot more optimised under the hood . The C based sprite engine, particularly visibility checking was speedup , overall 25 % faster. Then re-wrote the sprite engine completely in 68k assembly , 30% faster again. It took about 3 days and 1500 lines of assembly , thankfully the gains were worth it. All these gains will be back ported to S.O.T.A also as its using the same sprite engine. Usage is around 19% of cpu per frame with a full sprite load - 33 % cpu left in the busiest frame currently . Parodius is using a write the sprite list every frame type engine , so priority and meta-sprite objects can be handled with ease albiet its still a bit slower than static allocation sprite engines such as the one in lufthoheit but this is a bit easier to code for in the long run. All collision checks are been done , we are using a spatial grid system to get the collision checks done faster than a brute force approach . To get to maximum sprite count destruction is disabled in the video. We hit 80 sprites onscreen in this sequence , the sprite counter is one the Left side. We use about 16 sprites in the top hud and water line , about 21 for player attacks / missiles / shots / options . Up to 35 bullets + enemies . No lazer usage here as the Lazers use zero sprites thanks to the raster tricks , this video is all about the sprites ! Improved the water line when the Catboss is active , as he is Sprites + Forground we are doing some tile rotation tricks eg bit scrolling to give the impression of parrallax at that point . Vector Orbitex has updated the stage 1 music again and has made things even higher quality , hes mixed pcm and fm channels together to create higher quality orchestral hits for example . Pyron has started converting assets from stage 2/3 , some amazing work there . Hes well ahead of me at present which is a good thing. Still lots of incomplete animations missing logic etc , its slow going with RL getting in the way haha and 2 other projects !! Still its fun !! #SGDK #SegaMegadrive #SegaGenesis #Parodius

Shannon Birt

16,084 次观看 • 7 个月前

** SEGA GENESIS - LUFTHOHEIT - Tunnel Stage Preview ** We are pleased to show an early preview of part of our Tunnel/ Vortex Stage. Big shout out to Carsten666 for his gorgeous Graphics, CYBERDEOUS - Crouzet Laurent for the amazingly well matched Audio to this level, Stephane for creating SGDK in the first place and being very supportive with new features in SGDK also. Technically this stage was a bit of a challenge, some notes below re this. To drive the rolling texture of the background - 40 horizontal interrupts are used, executing 120 scanlines of color change, changing 5 colors per line = 600 color changes per frame. Variable spaced interrupts are used for expansion / compression effect. Four stages of brightness used for every texture / pattern , darkest in the center of screen , brightest top & bottom. New colors created by alternating two similar colors at 60 hz, for seams between brightness regions to increase the blending between regions. Co-operative Multi-threading system used to reclaim huge amounts of CPU within the color change interrupts. For example all rolling Cannon & Cannon bullets and Debris are moved using this technique - up to 25% of total CPU can be reclaimed ( its normally wasted polling for rhs/hblank ). Heatseeking missiles, these need trajectory's recalculated frequently and doing that at speed can be tricky - lots of missiles launched at Mid video and its the heaviest CPU load in the demo ( these are not using the Multi-threading technique yet ). Variable rate collision checking, as bullets gets very close to player the checking is done at 60 fps, as they get further away the checking drops off rapidly - this saves cpu. Runs 60 FPS at all times, works on real HW also but captured on emulator as my phone doesnt take 60hz video without getting out of sync. Intro & Foreground effects are coming, currently no foreground is present as its not quite baked enough yet, we have some cool things we will do with the extra plane yet. Lots of good stuff to come !! #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

23,873 次观看 • 1 年前