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Topics - vtlmks

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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 / 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

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.


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 / 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!

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