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Messages - Optimus

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1
I missed that one. Damn,. would be cool to find an incentive to do some qbasic stuff. Never coded a game, only demos.

Anyway, I miss most gamejams, I am usually not motivated to force myself for few days, produce something not ideal. Then I might be jumping from project to project, while gamejams need focus to do something good.

2
Yeah, double buffering is usually a bitch in old machines, either memory is too limited or isn't even allowed. On the CGA if I used the 160*100 tweak mode I would not have double buffering. And neither in the regular 320*200 4 colors. I want to try to do some sine dots next, but I forget I will have problems without double buffering and it would be too slow to render in a backbuffer and copy once.

p.s. Nice stuff btw, how does the BBC fare? Is that scrolling using hardware trick or is it pure software copies?

3
I tried to code something for the oldest PC XT 8088 4.77mhz (and 10mhz at turbo speed) with CGA card

https://github.com/Optimus6128/Roto8088

Source and binary included. Did some fixes with the pseudo 80*50 textmode to make the CRTC sync compatible with CGA and VGA (not EGA yet as I don't own a card to test).

A video of it running is at this time point https://youtu.be/7N0BXLFb7uw?t=312 and there are also other demos/games I am testing with this machine.

4
There are many ways to do wobble. There is wobble only on X and wobble both on X and Y. The later is the yummie one :)

Sines would do it but used as look up tables (depending on the system your are working, in my opinion in modern GPUs with shaders, just go pure math,. but in software rendering even in modern PCs integer LUTs for sines would still be faster).

It's going to be a regular loop over X,Y bitmap pixels. Pseudocode
for (int y=0; y<height; ++y) {
  int offsetY = sin(x * freq) * offsetHeight;
  for (int x=0; x<width; ++x) {
    int offsetX = sin(y * freq) * offsetWidth;
    putpixel(x,y, bitmap[x + offsetX][y + offsetY]);
  }
}

Of course don't use putpixel or sin directly,. that's just pseudo code. You can do more complex sines on the offsets, like offset = sin(x * freq1) + sin(x * freq2)

The other way, if you don't want to do per pixel offset is to split the screen into a grid of quad polygons, e.g. every 16*16 pixels, then offset the vertices (or the texture coordinates alternativelly). Interpolate texture between grid points. This way you could use float maths only for few point and not per pixel and still be fast enough, if you don't want to use LUTs. But I think the first per pixel method with some precalc of the sines in LUTs could be much easier, unless you are on a system with a texture rendering engine already.

5
Really nice music in this one! I wish there were more effects though, but still nice to watch.

6
Sawing eyes. Ewww.. gives me eyepinches :)

7
I almost opened my SDL project framework thinking I can do something. Then I was messing with other stuff and watching youtubes.
I will most probably not. But then I checked and the deadline is tomorrow.. Hmmm...

p.s. Trying recently to do mental gymnastics of motivation and procrastination :P

8
I liked that, especially how the sprites are smashing in the left side into particles.

9
Wow, many effects! The triple plasma reminds me of something I did in quickbasic long time ago.

10
Projects / Re: Lots more remakes
« on: October 25, 2016 »
Well, yes, why optimize when you can make dem plasma in 4k code on your I7?

No, seriously though, I think about how much more powerful the PC CPU is than we think. I can do software rendering on UltraHD for the simple stuff, but it's just compiled C++ code to X86. And still I haven't used multithreading, I didn't thought about using vectorization, I have a plan to try these for some effects. With just single core I7, some pixel effects still run fairly well even in 4k, imagine if I pushed this thing.

I keep thinking it about when I struggle with much older machines, Z80 CPC and I think it's impossible and then I push it, and it can go more and more.
Oneday I thought 386dx is slow sometimes, then I had to struggle with some 3DO ARM 12.5mhz and I had to realize some new ideas for optimization (and still no asm yet, just cleverly optimized C) and I still discovered after years the old effects could be pushed, new interesting ways. So, now going back to 386dx I feel much  more confident. Then I imagine what we could do if we push the new machines. Old machines makes you learn to push it.

And I think, what happens with programs and the web for example, which is build upon layers, over layers, over layers, how much cycles per step is wasted. And that's another thing now, I was watching one Jonathan Blow's talk where he lamented about this, I am also inspired by the handmade manifesto thing ( https://killscreen.com/articles/people-trying-save-programming/ ).

Anyway, maybe I just like the feeling of how much more precious are old hardware, what they could do if you programmed them well. When someone has his new android being unresponsive, clicking somewhere and waiting several cycles, and then you tell him CPC 4mhz, he would extrapolate into something where you would type a character and you would wait for 8 minutes to render. But it's not that slow. When I extrapolate what's possible on 8bits from demosceners and thing of my modern PC or even my PC 15 years ago, this is a lot, that gives me thrills of what's possible and how we give some good spirit to these machines with software.

11
Oh cool!

I checked the halloween compo. But not motivated to do something for it yet.

12
I am working with some friends on a DOS demo, contributing some additional effects code, we might plan to go for Assembly next year but not sure.
Meanwhile I started looking at SNES coding which is quite interesting and fun. Not sure I'll do anything with it soon, just curiosity.
From the other side, I recompiled a preview of my CPC wolfenstein engine recently and that made me be inspired to work on this engine, hopefully soon.
It's all in the plans, don't know what I will be working soon, I got a Trello account and made lists of things again.

13
Other languages / Re: QBASIC demoscene?
« on: October 01, 2016 »
There used to be a Qbasic scene (which dissapeared because people went to Freebasic or QB64 but mostly producing games and other stuff) and I was doing a lot of demos back in the times. Sometimes I feel like I need to run the old qbasic ide and try something again just for nostalgia.

It's great to see someone is still interested for qbasic demoscene.

p.s. There is also that old article which is interesting for historical reasons http://hugi.scene.org/online/hugi20/qbdemos.htm
p.p.s. I was even thinking of archiving some of these qbasic demos and older historically but for now I added mine and two other classics on youtube https://www.youtube.com/playlist?list=PLQECM9wxlEjLLciXmsSY7qxzqFc03zIO5

14
Projects / Re: SNESAsm IDE
« on: October 01, 2016 »
I have tried this one before to learn Atari8bit coding (which although I abandoned after few days). I don't remember it having SNES ready but maybe I can configure. But then I am using another programming text editor with link to compile and run emulator for this.

15
Projects / Re: SNESAsm IDE
« on: September 17, 2016 »
Any news about this?
I recently started snes coding, I am fine at the moment with WLA and notepad but it would be interesting to check some IDEs specifically for SNES. Is everyone just coding plainly or are there some dedicated dev tools?

16
Cool

I wondered a while ago if you are still working on something.

p.s. Was getting a retro (now anymore) Pentium 3 with DOS, right now running your monodisco demo, then searching old qbasic forums, reminisching the old times. Wondering where everyone dissapeared.

17
I remember this running on my old Pentium 3 box with Voodoo 2
https://www.pouet.net/prod.php?which=2555

18
Hehe nice idea, it reminds me of Limbo.

19
Nice little intro with a surprise at the end, it really gets the halloween theme well.

20
Hehe nice to see you in another dbf competition. That looks quite nice, especially the radial blur and the fitting music.

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