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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 görüntüleme • 2 yıl önce •via X (Twitter)

11 Yorum

Andore profil fotoğrafı
Andore2 yıl önce

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 profil fotoğrafı
Shannon Birt2 yıl önce

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 profil fotoğrafı
CYBERDEOUS - Crouzet Laurent2 yıl önce

So proud to work with you ! This is fantastic.

Shannon Birt profil fotoğrafı
Shannon Birt2 yıl önce

Likewise , next demo has to have Cyber tunes !!

Shane Lynch profil fotoğrafı
Shane Lynch2 yıl önce

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 profil fotoğrafı
Proyecto Mega Drive2 yıl önce

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 profil fotoğrafı
Shannon Birt2 yıl önce

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

Based Nerd profil fotoğrafı
Based Nerd2 yıl önce

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 profil fotoğrafı
Shannon Birt2 yıl önce

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 profil fotoğrafı
téo2 yıl önce

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

Shannon Birt profil fotoğrafı
Shannon Birt2 yıl önce

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

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16,162 görüntüleme • 1 yıl önce

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Shannon Birt

26,863 görüntüleme • 27 gün önce

** Sega Genesis 3D Engine Update 8 ** Significant improvements all round as you can see and hear from the last update !! Foremost - A huge thanks to Toni Gálvez - Megastyle - BG. who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few. He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared. Also many thanks to my good friend CYBERDEOUS - Crouzet Laurent for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !! Since last update : New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies . 3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height . Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex. Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha . Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit. Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites ! Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement. XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit. Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also. Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !! Progress continues on my other projects , updates soon on those - retirement can't come quick enough . #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

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Shannon Birt

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Falco Girgis

45,630 görüntüleme • 1 yıl önce

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Erick / Snowfro / 🦩 / LAO / #️⃣ / 🔴

17,009 görüntüleme • 7 ay önce

As requested by Alex Miller yesterday, a look at our out of possession shape in the first half. 1: (10 secs) - Wednesday in a very narrow high block in a 523 out of possession. It only looked like this when the ball is central. Nowrich rotate (change positions during play) a lot and this narrow block denies central rotation. In this clip, they have had rotation in left back position as the CM has dropped into the area and left back on the last line. 2: 20 secs - When the ball went wide or started to move wide, the full back would advance up the pitch to pressure the full back and press full back to full back, whilst the CBs would come out with the Norwich forwards coming in between the lines, as this ball transitions across the pitch you see Sargent come out and Iorfa following tight. Fusire in this clip has come out to mark full back to full back and creating a makeshift back 4. 3: 47 secs - Wednesday get back into their narrow block shape 4: 56 secs - rotation from the front line form Norwich 5: 58 seconds, Palmer comes out of the back line to pick up the rotation and prevent space between lines. As the player turns to our left, Amass starts to come out to pick up full back to full back on the other side. In summary, Wednesday played their familiar 523 blocking shape out of possession but it was much more proactive in the back 5 than we usually see it, with full backs and Cbs following rotations and stepping out of the backline to prevent space between lines. It worked, first half. Norwich combated it a little better second half. Will get a clip out tomorrow of what they did

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