Dark Bit Factory & Gravity
GENERAL => Projects => Topic started by: KrazyK on March 06, 2024
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Another remake of a classic Lost Boys demo screen.
Let me know how it runs as there's a lot going on in this one. There are 4 individual screens along with a big raster scrolltext and flying sprites etc.
I've tried to optimize it as much as possible and I think I could get it faster still with a bit more effort but it would take sooooo much time.
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Let me know how it runs as there's a lot going on in this one.
Ooh Crikey What A Scorcher!
I know it's built to be run under Windows but unfortunately in my case anyway, I get about 1 FPS running under Wine in Linux. :'(
Plus note: music is flawless.
Excellent choice for conversion KrazyK, would love to see source code one day maybe? ;)
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Hi, great to see a new remake, unfortunately I'm running Linux and I have even worse performance than STos. I get the first frame, after that nothing happens.
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Let me know how it runs as there's a lot going on in this one.
Excellent choice for conversion KrazyK, would love to see source code one day maybe? ;)
No problem. I'll just have to tidy it up and comment it which will take a while as i've started ripping the Oh Yeah screen from the Mindbomb demo now as I haven't done any Digital Insanity remakes yet.
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No problem. I'll just have to tidy it up and comment it which will take a while as i've started ripping the Oh Yeah screen from the same demo now as I haven't done any Digital Insanity remakes yet.
I understand, I wouldn't want anyone to see my code either with it being uncommented and probably unconventional to the elite. :-[
Do you remake based on original code m68k disassembly or like me have used the codef source at WAB.COM as the basis for your conversions?
I have part converted a lot of WAB.COM codef html5/javascript examples to c/c++ using SFML/SDL1.2/SDL2/Raylib. I may one day if brave enough share some/all of them.
Is the Ah Yeah screen the one off The Mindbomb Demo by Digital Insanity?
I look forward to your remake regardless.
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Another remake of a classic Lost Boys demo screen.
Let me know how it runs as there's a lot going on in this one. There are 4 individual screens along with a big raster scrolltext and flying sprites etc.
I've tried to optimize it as much as possible and I think I could get it faster still with a bit more effort but it would take sooooo much time.
hey.
Runs flawless here in windowed mode! Really nice demo!
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holy crap there is a lot goin on in this one... hehe. nice. it ran fairly smooth considering.
and the split screen... are you drawing to full screen sprites, then move/offset them to show the split?
good to see more prods being made :) keep em coming.
only issue for me was windowed screen has scaling incorrect, big white borders on right and bottom (there's a setting under compile settings, turn off compatibility for scaling/older systems? i forget... somewhere there as i had the same issue).
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and the split screen... are you drawing to full screen sprites, then move/offset them to show the split?
Thanks ttemper.
All 4 screens are draw at 320x200 on a 640x400 back image first in their own quarter. Then there's an x and y control that grabs a 320x200 section and draws it at 640,400 to the screen.
Then there's the moving sprites and big scroller that are drawn on their own back image and drawn to the screen at the end of the loop.
I'll check out the compiler options again. Is it the modern theme suppport for XP and above option or the DPI aware option as I don't get the white areas on my setup?
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No problem. I'll just have to tidy it up and comment it which will take a while as i've started ripping the Oh Yeah screen from the same demo now as I haven't done any Digital Insanity remakes yet.
I understand, I wouldn't want anyone to see my code either with it being uncommented and probably unconventional to the elite. :-[
Do you remake based on original code m68k disassembly or like me have used the codef source at WAB.COM as the basis for your conversions?
I have part converted a lot of WAB.COM codef html5/javascript examples to c/c++ using SFML/SDL1.2/SDL2/Raylib. I may one day if brave enough share some/all of them.
Is the Ah Yeah screen the one off The Mindbomb Demo by Digital Insanity?
I look forward to your remake regardless.
I started ripping the demo ages ago and had a lot of the basic stuff going - then I found the codef remake on WAB so converted that instead as it was much better then my effort at the time.
Shiftcode has also converted a lot of my remakes on that site as i've shared a lot of my code with him too.
I've done a lot of my remakes disassembling the 68k code and ripping and converting the tables and fonts etc, but having them already done makes it a hell of a lot easier.
Yes the Digital Insanity 3rd screen from the mindbomb demo. It might take a while as i'm struggling to get the font from iton my initial attempt.
So in the meantime while I think about it i've started on another Lost Boys intro for their first diskmag as it looked nice and thought I could learn a new technique for the hell of it.
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Yes the Digital Insanity 3rd screen from the mindbomb demo. It might take a while as i'm struggling to get the font from iton my initial attempt.
Would 1 bit raw converted to PNG's taken straight from the Atari ST demo be any good?
Here you go if you want them...
I can also provide them as raw binary data if required.
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Yes the Digital Insanity 3rd screen from the mindbomb demo. It might take a while as i'm struggling to get the font from iton my initial attempt.
Would 1 bit raw converted to PNG's taken straight from the Atari ST demo be any good?
Here you go if you want them...
I can also provide them as raw binary data if required.
Thanks STos, that's abig help to me. I can progress now. You'll have to tell me how you did it if you get the time.
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Thanks STos, that's abig help to me. I can progress now. You'll have to tell me how you did it if you get the time.
Nothing special or technical really.
In this instance I simply used Hatari debugger to create a memory dump and ripped the fonts using GfxRip on that memory dump.
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Thanks ttemper.
All 4 screens are draw at 320x200 on a 640x400 back image first in their own quarter. Then there's an x and y control that grabs a 320x200 section and draws it at 640,400 to the screen.
Then there's the moving sprites and big scroller that are drawn on their own back image and drawn to the screen at the end of the loop.
Ah yup. nice.
I'll check out the compiler options again. Is it the modern theme suppport for XP and above option or the DPI aware option as I don't get the white areas on my setup?
Yeh, its the DPI Aware option that causes the white borders, i just did a test compile with it. So that option needs to be unticked at compile.