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Sacko
Australia
Приєднався 5 тра 2022
I cover things of interest.
FPS on the NES
One of the most unique Homebrew projects I've seen for the NES. But not one that I enjoyed very much, and yet I still wanted to talk about it because I do appreciate it for its technical achievements. This game really does push the limits of the NES, and shows the power of Homebrewing in the gaming world.
Notes:
- The movie in the intro is Hostel.
- There were wads in At Hells Gate, that showed Freedoom assets.
- The Romhack shown was Pokémon Prism.
- One of the fps games shown was Deadlink.
- BioCrisis is the game shown on the computer clip.
- The VR game is called Compound VR.
- The source code comes included with the game, so you can read through it and see how it was made.
- It also has a built-in editor, but I have no idea how to use it.
- There's split-screen multiplayer for the game too.
Chapters:
An 8-bit Hostel - 0:00
Slaughter NES - 0:39
Links:
mindbleach.itch.io/
mindbleach.itch.io/slaughter
mindbleach.itch.io/at-hells-gate
ua-cam.com/video/gft3TR2x4S8/v-deo.html - @stewartisme4635
ua-cam.com/video/xIII6CXFCek/v-deo.html - @somethingnerdystudios2147
ua-cam.com/video/J3sfsP9W048/v-deo.html - @NintendoComplete
ua-cam.com/video/WyditV2udkE/v-deo.html - @videogameman7617
ua-cam.com/video/QyjyWUrHsFc/v-deo.html - @XboxAhoy
voxelvoid.itch.io/8p-8x8-fps
itch.io/jam/lowrezjam-2024
khreathor.itch.io/deadlocked
drinkingwindgames.itch.io/onwards-and-upwards
Intro Track:
ua-cam.com/video/28dbNKUz7QI/v-deo.html - @z3r0CopyrightFreeMusic
Background Track:
ua-cam.com/video/2E43fHmuCoU/v-deo.html - @ArgentDotWav
#homebrewgames #retrogaming #nintendo #nes #gaming #indiegame #games #8bit
Notes:
- The movie in the intro is Hostel.
- There were wads in At Hells Gate, that showed Freedoom assets.
- The Romhack shown was Pokémon Prism.
- One of the fps games shown was Deadlink.
- BioCrisis is the game shown on the computer clip.
- The VR game is called Compound VR.
- The source code comes included with the game, so you can read through it and see how it was made.
- It also has a built-in editor, but I have no idea how to use it.
- There's split-screen multiplayer for the game too.
Chapters:
An 8-bit Hostel - 0:00
Slaughter NES - 0:39
Links:
mindbleach.itch.io/
mindbleach.itch.io/slaughter
mindbleach.itch.io/at-hells-gate
ua-cam.com/video/gft3TR2x4S8/v-deo.html - @stewartisme4635
ua-cam.com/video/xIII6CXFCek/v-deo.html - @somethingnerdystudios2147
ua-cam.com/video/J3sfsP9W048/v-deo.html - @NintendoComplete
ua-cam.com/video/WyditV2udkE/v-deo.html - @videogameman7617
ua-cam.com/video/QyjyWUrHsFc/v-deo.html - @XboxAhoy
voxelvoid.itch.io/8p-8x8-fps
itch.io/jam/lowrezjam-2024
khreathor.itch.io/deadlocked
drinkingwindgames.itch.io/onwards-and-upwards
Intro Track:
ua-cam.com/video/28dbNKUz7QI/v-deo.html - @z3r0CopyrightFreeMusic
Background Track:
ua-cam.com/video/2E43fHmuCoU/v-deo.html - @ArgentDotWav
#homebrewgames #retrogaming #nintendo #nes #gaming #indiegame #games #8bit
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Wtf how is this NROM?!
green gravy those tiles do not read well
macabre*
I'm going to be honest, it looks horrible and painful to eyes, i do give it credit for make it technically possible. And i guess if you really squint your eyes you could make graphics look little blurry and bearable to look at.
there is a md3 exporter for modern blender versions. you also can use fragmotion to convert your models to md3 format. just name your texture for the model the same like the md3 file and you are good to go.
I wonder if this ends up looking better on a CRT TV with the way they display 240p.
Now that some impressive stuff ...
the LJN humour reminds me of AVGN
@@Rygore_BoldHeart That's exactly who I thought of when I came up with the idea.
I mean it looks like gobbledygook, but it runs smoothly which is crazy!
At Hell's Gate looks to be using freedoom assets? @ 7:34 the monsters killed in the hallway look like the freedoom shotgun guy replacements. That's awesome lol
@joebonar6759 Pretty sure it is, because when I ran it with GZDoom it had freedoom monsters.
Reminds me of Driller (1987) on the PC that i literally couldn't believe existed at the time and suppressed the memory for several decades.
Haha this makes me want to barf, but its so cool
fix audio levels. otherwise great vid :D
PARA QUE FAZER ESTA BOSTA💩
PORQUE PEUDO.
It reminds me of something you might see using AALib. It also kind of gives you T-Rex vision where it's difficult to see anything without constantly moving.
That's crazy. Amazing work. EDIT: Omg I thought this was SNES. I just saw it was the NES. That's even more impressive. Wow.
Programming a functional raycaster engine with the limitations of the NES that runs THAT smoothly must have warranted at least a few sacrifices to Baphomet. I mean, just remember how ass Doom SNES ran.
Not even severe cataracts could stop Doomguy.
I'm surprised this is running that fast in C.
There's a lot of inline assembly... most of which shouldn't be necessary. CC65 just loves to take "array[ index ] = value + constant" and turn it into a hundred bytes of pointer logic and subroutine calls, when the 6502 literally has an instruction for "store $array,index." The only thing C is bad at is detecting overflow / underflow.
If Nintendo gets their way, homebrew like this will soon be a thing of the past
@@damnablethief They won't.
This is what spaceland looks like to flatlanders
I love seeing old machines doing something they were never designed to do even if they can only do it terribly.
Elite NES is a thing
@presentfox1028 Yeah and it's genuinely impressive. But this project is more in the lines of a doom/wolf3d inspired game.
actually insane for being on a tile based system!!!
Cool video!
I think one of the games that comes closest to this out of the mainstream is Rescue: The Embassy Mission, it had a third/first person shooter mode but you went screen by screen instead of moving fluidly through a 3d space
Oh wow, it's like R6 Siege's PvE mode.
I'm trying to make a 3D RPG in BASIC. I think I can proudly say it looks better than this lol
I was imagining a legend of Zelda 3D version that uses the same techniques as this homebrew does.
I've only seen two 3D adaptations. One was with Voxels and the other one was on the Unreal Engine.
Would be better if all the tiles were less detailed.
I played them both. Action Quake and UT. Good times.
You sound like the Modern Vintage Gamer guy
Really informative video. Thanks!
That's cool and all, but I hope these people don't just stop at the NES. I hope they do the same thing with the SNES, and the Plastation 1, 2, and 3. Just see how far it can go. Might take a mature Ai to finally find the limits though.
@enermaxstephens1051 There are homebrew projects for other 16-bit and 32-bit consoles. Even the Sega Saturn has a homebrewing scene.
Yep....
It seems like you could make the game a lot better just with some changes in level design.
There's an editor, help yourself.
I mean this is just some incredibly dark jankwizardry. Truly terrifying.
We can only respect the audacity and determination it takes to accomplish this.
You can see some bugs, maybe literally, when you can see some of the sprites when they should be "behind" a corner. Still, an awesome achievement.
It was bizarre to recognize my own game as the next recommended video. It has gotten better since the version you're playing - but I can't guarantee you'll like it more. Here's how proudly I'll cop to technical achievements being more could than should: there's splitscreen multiplayer. And mouse support. But not at the same time, that would be silly.
That's amazing, big ups.
This is insane, always wanted to see a Doom-like BSP-tree renderer on hardware like this. How did you make this work with NROM?
@@EWARS_2 It's a raycaster! Any line through a grid crosses edges at regular intervals. The distance to the next X and Y crossings are known, so you step in whichever direction is closer. Scaling math uses logarithms instead of division.
With genuine love, you weirdos are the best.
Bro start posting on your channel 😢 @@Mindbleach
Pretty insane effort. I wonder if it's possible to use both the gamepad and the lightgun simultaneously for games? Using the gamepad in the left hand, controlling movement, and the lightgun aiming and shooting at enemies with the right hand.
Duck Hunt uses both, definitely possible.
has a fever dream vibe to it.... will wait for my China friends on Aliexpress to put it on cartridge
I've been rooting for this for a long time now. It really is incredible to look this good and run this well on a 1Mhz CPU. I've sunk hours into it over it's many iterations. The Multiplayer is a load of fun as well. Overall level design is great and there are some really ingenious gliding/platforming puzzles to get all of the enemies or make it to the end level portals. I'm currently replaying the last level over and over as it is prrretty hard with the loads of enemies onscreen. The Memorize/recall features are useful to quickly replay difficult areas until you get them down. I'd pay full price for it if it comes out say on Kickstarter for sure!
This looks so similar to a ray traced FPS engine made in QBASIC back in the 90a.
It's actually amazing really. I had this same kind of idea for an FPS on the NES, except that it would have been a lot less open and more restricted. Think the dungeon areas from phantasy star but with slightly more control and a 160x144 pixel window. I was thinking of reviving that idea to something similar to this just have the environment be wireframe, and have the lines be drawn with tiles. With the changing angles have the line graphics be swapped out in vram with bank swapping. The layout would be similar to Wolfenstein's layout, in other words there would be no elevation or stairs like this does. It would just be a flat floor with only walls.
Go for it. CC65 is jank but instant. This source code has fast divide functions that'll come in handy. It's MIT-licensed, so steal anything that's not nailed down.
@Mindbleach I'm not gonna steal this. If I'm gonna do it, I'm gonna do it in assembly. Though I would prefer to have help.
if you stand 36 miles away and squint your eyes, it kinda looks normal!
technically "elite" is a first person space shooter sim, and it looks way better than whatever the fuck this is
Wtf why don't more people talk about this??? It's functioning fps on the nes, at 60 fps and it's even 40 kb, while being 100% playable, it's insane
It's pretty hard to get over the lack of depth. Not sure if it would be possible to simulate depth by darkening the tiles, but without depth it looks exactly like how vertical aiming looked in Duke3d except also on horizontal...
@@KingPBJames the reason turning looks like vertical aiming in duke3d isn't that it doesn't darken tiles, it's because horizontal aiming basically works like vertical aiming in duke3d - it just moves the viewport without really rotating the camera
Yeah, and it's less buggy than most AAA games I am seeing nowadays. lol
@@Alfred-Neuman Smaller scope = less things that can go wrong
What this reminds me off is using a "ASCII-shader". You can search for "FPS using ASCII chars test" and you see what I mean.
I wonder if it would work better with flat colors instead of all the weird noise and pattern. Walls one color, floor one color... maybe add some shading and darken further walls. All the patterns make it so bizarre. Really cool technically though.
Shading alone might be more readable, yeah. The Amiga game Behind The Iron Gate did it that way... in purple, for some reason. But the scaled "textures" do get darker with distance. It looks a bit better with a CRT filter. I will be honest: only a bit. But different ideas go in the next game.
@@Mindbleach Yeah. I see. I tested it. Not on a CRT sadly. I get how the dithering should work. To be fair, it seems to be really difficult to work with it. Insane achievement to be honest. It's playable and while the video confused me, playing it is better. Though I wish the enemies were sprites. But then, good luck culling them, scaling them... maybe with a mapper that supports bank switching and has lots more space. I was surprised the game is within the 40 KiB limit. I would love to see more on this to be honest. I wonder where is the limit, what the NES is capable.
The next game might be sprites-only. Just corners and the implication of wireframe. The NES is genuinely a terrible machine, and all its classics worked hand-in-hand with its limitations. I fought them head-on and this is what that looks like. If it was just the sprites, you can update all of them every frame, no hassle. They're even layered reliably and can display from two banks at once. The downside is that I'd have to represent enemies as mostly negative space. Like how fireballs here are spinning pairs instead of anything solid. So maybe a Metroid situation full of alien gnats. Or a Descent clone where the enemy is a timer.
Definitely impressive. I think if they could manage a mini-map it would make navigation a bit less visually confusing.