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Messages - vtlmks

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Purebasic / Re: ST Connexion screen remake
« on: June 25, 2020 »
Looking forward to seeing some new remakes :)

Easiest would be to start a new topic instead of replying to me, that way you get more views.

Not sure where to put this, but here we go:

I've started to do a remake of "Hardwired" by The Silents and Crionics and would love to get in touch with Deftronic, Murphy, Saxs and The Spy from Crionics and Guzzler/The Silents. To see if they have any of the sources still, would make life a lot easier, as it's really a huge amount of code to go through, disassembled with help of IDA-Pro for the moment.

If anyone know them, ask them if it would be okay for me to get in touch, or give them my email:


Projects / Re: [C64 Music]
« on: July 14, 2019 »
Really nice music and selector, thanks for the links! :)

Projects / Re: mode 7 in OpenGL
« on: May 17, 2019 »
Cool stuff, I've just recently read up on all the modes of the SNES, as I'm about to make a SNES emulator, coding it on the SNES wasn't trivial, even if the screen-mode was supported, you had to set up hdma for each scan-line to make it look good et.c nice work!

Projects / Re: Fashion - Fashionating (1988)
« on: April 07, 2019 »
Thank you Rbz!

Yes, I read that the retro-remakes site will change administration, however I just wanted to show that there are new remakes coming still, so that whoever takes over knows that there are things to look forward to, even if it's not like in the past.

I hope some more people get interested in making remakes, I will help if needed with C or assembly code, even if there is a need for resourcing amiga-code, my source that I released here isn't very readable unfortunately.

Projects / Fashion - Fashionating (1988)
« on: March 23, 2019 »
So, finally finished with the remake, took a bit longer than I expected :) Source is available in a separate archive here below. I included NASM, the assembler, and a PNG_to_RAW converter that I wrote specifically for this project to generate the raw image-data, palettes and other information used in the remake.

Also, who should I talk to about the possibility to get this remake on to the site?

If anyone has any questions about the sources, please send me a PM or write them as replies here, and I'll try to answer as soon as possible.

- Vtlmks

Nice one :)  Works fine here except that it's running too fast, I guess it's because I'm on a 100Hz monitor.

General chat / Amiga remakes
« on: March 20, 2019 »
Hi all..

I've intended to release a remake for quite some time, however I've had a bad burnout from coding and hasn't been able to finish it until now. However, I'm not here to complain, I'm here to ask some questions as per usual :)

I have no problems starting out with lots of projects, it's the completion that I have a problem with, just like many people; I pick a too big project and just push on and then get stuck on small things that feel huge, even if they are not.
I was wondering if there were some other people here interested in doing remakes who could perhaps help each other out with ideas, explanation of how certain demo-effects were made and things like that?

I will be releasing the remake I've done; "Fashion - Fashionating" hopefully this weekend, and with it I will be releasing the source code (c with some c++, mainly overloading). However I will be feeling sorry for the ones reading the code.

I intended to write the code as some sort of general framework to make it easier to make remakes in the future, but I think I will have to do some changes for that to really happen.

Finally, if nothing else, are there any Amiga demos that you'd like to see remade? I prefer older demos, like before 90:s, but anything works I guess. Preferably not a "mega-demo" again ;) as that was a bit big to start off with.


Thank you both for the testing, now that I know that it works I will finish this remake during the weekend, then I have a list of demos/intros that I would like to remake, I may write some of them down in a forum post for votes :)

Projects / Fashion - Fashionating remake (not finished)
« on: November 17, 2018 »
So, I started doing this remake a couple of years ago, but things got in the way as they always do. Now that I'm able to do some more stuff I would love if someone could test this to see that it works on anyone else's computer but mine; it's statically linked with vs2017, uses openGL 3.0 Core profile, so nothing really exotic.. There are five parts in the demo, press 1 through 5  to see them, the only one that is more or less done is #3.. there is some debug-code in there as well, showing cycle count for functions etc that wont be there for the finished version.

Anyway, I'll be releasing the sources on GitHub when it's done, and I'm currently doing a new framework that will make it easier to make remakes, that also will be on GitHub if someone is interested in making their own.

General chat / Re: Remake; vsync & timing
« on: July 06, 2017 »
One of them is almost ready for release, I went on a sidetrack by starting to write a debugsystem/profiler, but I'll try to finish it up soon, one of the remakes I'm doing is 'Fashion - Fashinating' megademo (4 parts) Always liked that one, the other one I've started on is the 'Spreadpoint - Woooow' demo.

I wont set a date as I'm also in the midst of moving houses so could take a few weeks, but should be sooner.

General chat / Re: Remake; vsync & timing
« on: July 05, 2017 »
Thanks, I checked it out, seem to work great, easy solution. :)

I also watched the episode with Casey Moratori that you linked to, and made a similar delay as he did to sync to an arbitrary frame rate (50Hz in my case), I was thinking that I will have a switch to select between that and 60Hz.

General chat / Re: Remake; vsync & timing
« on: June 18, 2017 »
Hi rbz,

Thanks for the link, I'll check it out right away. I did more or less exactly what you do when I just used GDI to display my software rendered frame, but now that I changed to display the frame with openGL the problem got a bit worse as many people either force, or disable, vsync completely.

Thanks again!

General chat / Remake; vsync & timing
« on: June 18, 2017 »
So, I'm doing a few Amiga remakes. But I haven't come up with a good way to solve the timing.

There are a lot of refresh rates out there, even if we only take into account the LCD ones. 60Hz, 100Hz, 120Hz, 132Hz, 144Hz; only one divisible with 50Hz (Amiga Pal).

What I could do is let 60Hz run at 60Hz; 100Hz, 120Hz, 132Hz I divide by two, which would suck for 132Hz - 66hz refresh rate, and divide 144Hz by three, making the remake run a tad bit slow. And any refresh rates I don't know of, or can't query from windows with GetDeviceCaps(... VREFRESH) I'd just have to run at full speed I guess.

Or I could make sure to update a frame in 20ms (50Hz) and do a SwapBuffers(..) then and have it tear and look very non-smooth. What would be the preferred way?

Some background; I'm doing the rendering to a 352x272 pixel buffer, and I rather want to not use sub-pixel scrolling with openGL, else it would be a lot simpler. However, if that is the only way to solve it I might think it over again, but I rather hope not, would be very nice with integer pixel positions.

Well, Thanks for your time, and I hope to get some fun ideas to explore :) Cheers!

General chat / Re: How things have changed.
« on: August 19, 2010 »
Hi everyone!

This might be seen as a bit of a rambling, but well..

I personally think the scene died a bit with all those big parties, and that most people stopped releasing demos for fun and mostly released them at those said parties to win money or whatever. I stopped coding demos around 1993 when I got bored of vectors and started coding more systemfriendly utilities and even a BBS-System. Some years ago (2005) I did a 20 year amiga-demo that works on A500-A4000/060 that was the first thing I did in 68000 assembler in almost 8 years.

However, to make a shorter story, I've seen a lot of flash/java-remakes, but never wanted to start do flash or such, but then I found and this board and got a lot of inspiration to start doing some retro-intro/demos in OpenGL. Even if I havn't released anything yet, I've made a protracker-moduleplayer in C++ and I'm doing a framework to be able to compile the intros that I hopefully will redo soon for both windows and linux (I am running linux 100%, running the already made remakes in wine). When I'm done with the framework I intend to release the code as GPL for anyone to use, perhaps dual-licensed so you dont need to release your own code if you should use it in a remake and dont want to give away your sources.

Well, enough commersials, this site rock, and I hope I didn't offend anyone by thinking that the demoscene has been a bit booring for a long time. I just hope that some things, like releasing demos for fun, even between parties, will come back.

end of rant... Thanks!

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