Yeah, kind of agree, this one is all about making an impression. Coding isn't strongest part here for sure, it is done 90% in C, after all. Technical part was mostly about finding out tricks that would work well with the platform specifics, finding ways to create/prepare/convert/precalculate content, handling all tiny details (20% of work in 80% of time).
@@palaceswitcher NES has 6502 CPU. You can program it directly in 6502 assembly, or in a high level language, if a compiler is available. There is a C compiler.
@@T1MAGEDDON It comes from this commercial I knew this was familiar "Dendy, Dendy, мы все любим Dendy" "Dendy играют все" ua-cam.com/video/jyntM5lynvY/v-deo.html
That's easy, we just need to push it a bit harder! Jokes aside, I believe a lot more can be done, we just need some more demoscene love for the humble NES.
Невероятно сильная дема! Просто шок! Концовка отпад! Огромное спасибо за Ваш труд! Восхищение! СПАСИБО!!!!!!! (а хорошо бы картридж ZX для Nes, тока цветов мало будет) :-)
I'm working on one right now. Actually, it's more true 3d than here, more like the original Wolfenstein with free roaming. But not much texture mapping yet of course.
I have always admired your work, you always do something great or cool looking, and of course you didnt dissapoint. Nice graphics, nice music, and concepts. Keep rocking dude!
At the spinning cartridge part, if you look carefully, you can see it's not perspective correct, that is, the part of the cartridge that would be closer to the viewer isn't getting larger, and the part that would be farther from the viewer isn't getting smaller. Basically, that part is only stretching and squashing parts of the background in a way that kinda looks like rotation, but isn't. They are probably using line interrupts to change the Y scroll register between one line of the screen and another. By skipping the drawing of a few lines, that can be used to vertically squash some parts of the background.
@@HaroldoPinheiro-OK That’s really cool. Apparently, Y scrolling interrupts weren’t able to be used that way in early NES dev and there’s some fancy trick to get it to work that people figured out fairly recently. I wonder what the trick is
@@HaroldoPinheiro-OK I’m curious about the specific details. Like how did they manage to do fullscreen animation on a NES? I haven’t seen that before anywhere else
Can you imagine people seeing this in 1985? Blow up their minds. Imagine the revolution in the way of extracting the maximum resources from the hardware.
A fun fact: the part with the effect is a local cultural meme - it used to be a TV company logo that jump scared many kids back in the 90s, so they're remembering it till this day.
Found something: During the color bars part, the timer is showing how much is left in the demo! (Up to the ZX Spectrum complete message, after the END card featuring BND!)
Ok... What dafuq. This looks like something that can play back on a SNES. I'm genuinely speechless at what I'm seeing here. And there's no slowdown too, what the hell did you inject into that cartridge!?
Thanks! The N is yet another spoof, it looks just like a reversed cyrillic letter. You know, Nintendo wouldn't be happy about their trademark being used, now that's a parody, so it can be claimed as fair use.
It is a bunch of images, of course. The trick is to store them in reasonable amount of memory and display at this speed. More details on each effect is in the making of article, link in the description.
1:19 .....HOOOOW!?!?!?!?.....HOW THE FUCK IS THAT EVEN POSSIBLE!?!?!?!? How can you even do that on the 6502 without each frame being like...2 seconds long!?!?!? I am genuinely impressed. The only explanation is that it's pre-rendered.
Yep, it is pre-rendered, in the classic demoscene fashion - if you can't do it for real, fake it. Now, even faking it wasn't a breeze, because you can't update much on the screen and because the CHR ROM is used, and it is quite limited in size. As for true rendering, it would require CHR RAM and some expanded WRAM, and I think that updating it actually would take about as long as rendering a frame. A rough guess it would run at ~4 FPS then.
Actually, there is no such thing as a standard NES palette. Every and each emulator uses a different one, sometimes very different. The same happens on different TV sets and NES/clone versions. The video uses the default FCEUX palette.
Sorry about the latter. Demo greets are always a lost case to me, because no matter how hard I'm trying, I keep forgetting a lot of people, including the most obvious ones. Prolly need to make a demo that would be just a huge greets part!
@@shiru8bit Hah no worries mate, I totally understand, especially since the NES scene is pretty big (and that's not a bad thing with so many talented people) I can wait 'till the next demo ;)
Not yet. It is more difficult to make something impressive for the SNES, as its capabilities were well explored in commercial games, and the architecture of the console is good for a certain set of cool effects, but not so much for anything else. So I think it would be more about clever design of scenes than actually pushing the hardware. Still considering it.
The whole demo is basically a cascade of jokes and local culture references, mostly from '90s. 'Based on true effects' implying that those you'll see aren't true, just based on some 'real' ones. Then Dendy comes up, and Novaya Realnost intro tune plays for a short while. Dendy is the name of the most popular Famiclone that basically brought video games to the public in Russia back in '93, it's logo is an elephant kid. Novaya Realnost was a TV show that helped to establish popularity of Dendy back in the day, dearly remembered to this day. Then demo 'glitches out', and AON intro starts to play, scaring Dendy away. AON is a kind of smartphone for landlines of early 90s, I did a demo for this piece of hardware last year (see in my videos), and it turned into a kind of scene meme by now.
Критичный к скорости код здесь всё же на ассемблере (прерывания по строке и копирование больших блоков в видеопамять), но в остальном да, более-менее можно что-то делать.
А вот мне стало интересно: какой максимальной сложности статичную картинку можно вывести на Денди/Famicom? Можно ведь для этого провернуть что-то типа спектрумовского гигаскрина с помощью аппаратного скроллинга.
Расширить палитру можно только гигаскрином, а увеличить цветовое разрешение со штатного размера атрибутов 16x16 можно аналогично мультиколору, от простых практических 16x8 (программный трюк) до теоретически предельных 8x1 (потребуется хитрое железо на картридже). Нечто подобное уже делали, конвертер называется NES Image Converter 2 (от thefox, автора High Hopes). К сожалению, старые ссылки уже не действуют, там были примеры картинок.
I can't, as I don't have a NES and/or Flash cartridge to make it. There is a number of recordings from the actual hardware done by other guys, though, like this one: ua-cam.com/video/1xLVRGtgKcU/v-deo.html
No, these are programmed effects, although many of them rely on various precalculated animation techniques. FMV on the NES is totally possible, though, stay tuned.
This is how a NES game should be done, not like those who make NES games today pretending they're in the 80s, the 80s way, let's get the 8/16bits consoles to the next level. See ya.
Точно так же, как и колыхающиеся листья пальм в Contra. Да и, собственно, так же, как и обновление тайлов в любом сайдскроллере. Дондя умеет обновлять тайлы, да. Открытие!
Why, there is a Doom kinda-port for NES. It is powered with a Raspberry Pi on the cart, though. Unfortunately, a barebone NES can't run a Doom-like engine with any reasonable speed in any form of shape.
this demo proves that making demos is 1% coding and 99% making it look like its done in realtime : D
Yeah, kind of agree, this one is all about making an impression. Coding isn't strongest part here for sure, it is done 90% in C, after all. Technical part was mostly about finding out tricks that would work well with the platform specifics, finding ways to create/prepare/convert/precalculate content, handling all tiny details (20% of work in 80% of time).
Look like i want to load new effect through ACE
@@shiru8bit C? Doesn't the NES use 6502 assembly?
@@palaceswitcher source is there.
@@palaceswitcher NES has 6502 CPU. You can program it directly in 6502 assembly, or in a high level language, if a compiler is available. There is a C compiler.
I did not think 3D effects like this was even possible on a NES. Super impressed!
Tomas Augustinovic it’s not actually 3d it’s just making you think it’s 3d/ it’s an 8-bit cutscene
@@L09ANA it's still a "3d effect"
Yeah I guess so
@@animacorenight1282 yeah you can compare it to the parallax effect (3D sense of backgound depth) commonly called pseudo 3D
But it could not be used in a game sense it used all possible sprites on screen
1:36
The cartridge is spinning
The demo is beginning
SavitarSvit
Картридж крутится
Демка мутится
Все уже знают,
like for nice translate 👍
Ah, NES demos are quite rare.
but why tho?
do you know of any more?
@@MaxOakland check out high hopes, it's the best one imo
You think NES demos are rare? Intellivision and Colecovision demos are even rarer!
That Dendy jingle at the start is so, so familiar... I swear I have listened to it before
ua-cam.com/video/GPG6a__Q0Sg/v-deo.html it's probably this
@@T1MAGEDDON
It comes from this commercial I knew this was familiar
"Dendy, Dendy, мы все любим Dendy"
"Dendy играют все"
ua-cam.com/video/jyntM5lynvY/v-deo.html
How is it even possible to squeeze so much power out of this thing? I'm truly amazed
That's easy, we just need to push it a bit harder! Jokes aside, I believe a lot more can be done, we just need some more demoscene love for the humble NES.
@@shiru8bit Are you thinking of doing the same thing with the snes
Невероятно сильная дема! Просто шок! Концовка отпад! Огромное спасибо за Ваш труд! Восхищение! СПАСИБО!!!!!!! (а хорошо бы картридж ZX для Nes, тока цветов мало будет) :-)
Freaking rad, man. I love this.
80s child approved.
За ВИД в конце -- отдельный мегареспектище!
We need to work on that first person dungeon crawler. The world needs this. I can help! Let's do this!
I'm working on one right now. Actually, it's more true 3d than here, more like the original Wolfenstein with free roaming. But not much texture mapping yet of course.
I have always admired your work, you always do something great or cool looking, and of course you didnt dissapoint.
Nice graphics, nice music, and concepts.
Keep rocking dude!
And this is why I *freaking love* NES demos 💜💜💜
This looks awesome. I want a video on how each thing was done
At the spinning cartridge part, if you look carefully, you can see it's not perspective correct, that is, the part of the cartridge that would be closer to the viewer isn't getting larger, and the part that would be farther from the viewer isn't getting smaller.
Basically, that part is only stretching and squashing parts of the background in a way that kinda looks like rotation, but isn't.
They are probably using line interrupts to change the Y scroll register between one line of the screen and another. By skipping the drawing of a few lines, that can be used to vertically squash some parts of the background.
The maze part, on the other hand, looks like a full screen animation, similar to how the mazes in Phantasy Star for the Sega Master System are done.
As for how the rotating tower is done, please check this video; it's essentially the same effect:
m.ua-cam.com/video/fV9BqqU17DM/v-deo.html
@@HaroldoPinheiro-OK That’s really cool. Apparently, Y scrolling interrupts weren’t able to be used that way in early NES dev and there’s some fancy trick to get it to work that people figured out fairly recently.
I wonder what the trick is
@@HaroldoPinheiro-OK I’m curious about the specific details. Like how did they manage to do fullscreen animation on a NES? I haven’t seen that before anywhere else
It's like an NES with blast processing
Blyast-pre-rendering
Can you imagine people seeing this in 1985? Blow up their minds. Imagine the revolution in the way of extracting the maximum resources from the hardware.
This isn't graphics, it's sleight of hand.
Congratulations Shiru! Very inspirational!
Thanks! To me that's the most important reason to do things like that - to inspire people.
What a great demo! Incredibly clever special effects, and quite beautiful, too!
Молодцы ребята! Выжали из приставки все соки! 😁👍 Я уже много раз дэмку пересматриваю просто класс😎
Totally radd!!!
*"Картридж крутится - демка мутится"* - гениально!
Прекрасное демо.
Really impressive. I did not know the NES was so capable. I really like the way the Space Invaders tiles are flashing different colors.
I was wondering where was the Software DPCM effect... I was surprised! Amazing job!
A fun fact: the part with the effect is a local cultural meme - it used to be a TV company logo that jump scared many kids back in the 90s, so they're remembering it till this day.
@@shiru8bit I did not know that! Great stuff indeed!
the 3d efect blew my balls off :P and the BND and the end that was unexpected lol.
3:46 the infamous "VID of doom"
This demo proves that any limit you face, can be pushed through.
Ok, I had a good laugh at the end, with the VID logo and the ZX Spectrum completion message (or is it the Pentagon computer in your case?)
That. Was. Awesome. Love it!!
Очень круто, удивил так удивил!
Good work as always shiru,
That spinning N was wamazing!
Great demo, thanks for the upload! 👍
You Beautiful Bastard. This is too Impressive to be real!
Found something: During the color bars part, the timer is showing how much is left in the demo! (Up to the ZX Spectrum complete message, after the END card featuring BND!)
Очень круто! Хайенд, реально
vbi is here ;)
Ok....HOW!? HOW DID YOU MANAGE TO MAKE THAT INCREDIBLE 3D GRAPHICS USING NES HARDWARE!?! THIS IS INSANE!!!
Ok... What dafuq. This looks like something that can play back on a SNES. I'm genuinely speechless at what I'm seeing here. And there's no slowdown too, what the hell did you inject into that cartridge!?
That's one helluva demo!
Absolutely mind blowing.
1:47
*WHOA,* DIDN'T EXPECT *THAT!*
Very nice work!!
I don't even know what to say! THIS THING IS CRAZY!!!
4:00 *Pentagon 128 intensifies*
3D ON AN NES!? HOW!?
Так это и не 3D...
Nice emu benchmark, Thanks!
За ВИDа я ещё и здесь класс поставлю. Очень, очень впечатляет.
Love th 3D letters and awesome! But the N-64 logo was backwards? 3D is fing wicked!
Thanks! The N is yet another spoof, it looks just like a reversed cyrillic letter. You know, Nintendo wouldn't be happy about their trademark being used, now that's a parody, so it can be claimed as fair use.
1:24 says "INSPIRED BY ИINTENDO"
Иntendo is my childhood company.
3:46 PCM 😳
ok i actually want to know, the n64 logo spinning is some sort of amazing trick or is it just a bunch of images?
It is a bunch of images, of course. The trick is to store them in reasonable amount of memory and display at this speed. More details on each effect is in the making of article, link in the description.
Awesome Demo!
how...
Классная демка. Красава!
If this is NES then I am stunned
1:19 .....HOOOOW!?!?!?!?.....HOW THE FUCK IS THAT EVEN POSSIBLE!?!?!?!? How can you even do that on the 6502 without each frame being like...2 seconds long!?!?!? I am genuinely impressed. The only explanation is that it's pre-rendered.
Yep, it is pre-rendered, in the classic demoscene fashion - if you can't do it for real, fake it. Now, even faking it wasn't a breeze, because you can't update much on the screen and because the CHR ROM is used, and it is quite limited in size. As for true rendering, it would require CHR RAM and some expanded WRAM, and I think that updating it actually would take about as long as rendering a frame. A rough guess it would run at ~4 FPS then.
Very cool!
Battery Yes includes!
Amazing, I had a laugh about Mario's urge
Awesome!
шикарная демка!
Greets увидел, очень приятно )
Anyone notice the colors? This seems to go beyond the standard NES palette! 🤯
Actually, there is no such thing as a standard NES palette. Every and each emulator uses a different one, sometimes very different. The same happens on different TV sets and NES/clone versions. The video uses the default FCEUX palette.
Awesome
Nice! I love it (tho kinda jelly that I'm not worthy enough to be in the greets yet :( )
Sorry about the latter. Demo greets are always a lost case to me, because no matter how hard I'm trying, I keep forgetting a lot of people, including the most obvious ones. Prolly need to make a demo that would be just a huge greets part!
@@shiru8bit Hah no worries mate, I totally understand, especially since the NES scene is pretty big (and that's not a bad thing with so many talented people)
I can wait 'till the next demo ;)
Have you done stuff for the SNES that shows off just how far you can push it to do amazing effects?
Not yet. It is more difficult to make something impressive for the SNES, as its capabilities were well explored in commercial games, and the architecture of the console is good for a certain set of cool effects, but not so much for anything else. So I think it would be more about clever design of scenes than actually pushing the hardware. Still considering it.
@@shiru8bitWell, if one day you do give it a go I'd love to see that. :)
Wow, awesome demo, great work! Not in Pouet yet?
Not yet, the party is not over just yet, prizegiving is going on right now. Will be added soon.
Молодчик бро
закончить демку ВИДом это мощно
Looks like a demo from Rare.
amazing
0:13 O look, it's demo for Dendy! Our loving famiclone!!!
*after 2 minutes*
Так это ещё русское???
At 3:45 : Yep, russian demo.
With the end screen being a bloody Mortal Kombat fatality audio.
Impressive stuff.
IMPRESSIVE!
Обалдеть
3:46 oh no, not that!!!
I don't know what that is
3:46 lol
Nice, but I want an explanation for the beginning of the video?
The whole demo is basically a cascade of jokes and local culture references, mostly from '90s. 'Based on true effects' implying that those you'll see aren't true, just based on some 'real' ones. Then Dendy comes up, and Novaya Realnost intro tune plays for a short while. Dendy is the name of the most popular Famiclone that basically brought video games to the public in Russia back in '93, it's logo is an elephant kid. Novaya Realnost was a TV show that helped to establish popularity of Dendy back in the day, dearly remembered to this day. Then demo 'glitches out', and AON intro starts to play, scaring Dendy away. AON is a kind of smartphone for landlines of early 90s, I did a demo for this piece of hardware last year (see in my videos), and it turned into a kind of scene meme by now.
Воу, неужто cc65 может компилировать адекватный код для подобных эффектов?
алсо ебвашуж, вид очень классный получился!
Критичный к скорости код здесь всё же на ассемблере (прерывания по строке и копирование больших блоков в видеопамять), но в остальном да, более-менее можно что-то делать.
Final like Basic zx spectrum ❤
i wonder why no one ever contact these demo scenesters to do like ending cut scenes for homebrew projects and stuff
1:20 H-how?!!?!?!
1:37 W-w-wooaaaahhhhh?!!?!?!!?!!?!
2:12 😯😯
1:20 pre-render
1:37 Scroll by H-Blank
2:12 pre-render too
@@alkolove1 ah ok
🙇
just beautifull
Демо на АОНе - тоже ваших рук дело?
Да.
Кто еще заметил привет Kinaman'у? :)
А вот мне стало интересно: какой максимальной сложности статичную картинку можно вывести на Денди/Famicom? Можно ведь для этого провернуть что-то типа спектрумовского гигаскрина с помощью аппаратного скроллинга.
Расширить палитру можно только гигаскрином, а увеличить цветовое разрешение со штатного размера атрибутов 16x16 можно аналогично мультиколору, от простых практических 16x8 (программный трюк) до теоретически предельных 8x1 (потребуется хитрое железо на картридже). Нечто подобное уже делали, конвертер называется NES Image Converter 2 (от thefox, автора High Hopes). К сожалению, старые ссылки уже не действуют, там были примеры картинок.
@@shiru8bit Спасибо! Побаловался с этой программкой: www.dropbox.com/s/f6i2twi52pn2r9c/stalker.nes?dl=0
Who the hell down voted this??
One of a couple of my most hardcore followers, I suppose. It came 6 minutes after the video has been opened to the public, imagine the dedication.
rad
incroyable!
Do you you think you could upload a second vid of this running on an actual nes?
I can't, as I don't have a NES and/or Flash cartridge to make it. There is a number of recordings from the actual hardware done by other guys, though, like this one: ua-cam.com/video/1xLVRGtgKcU/v-deo.html
КАРТРИДЖ КРУТИТСЯ
@
ДЕМКА МУТИТСЯ
Is this FMV? On an NES?
No, these are programmed effects, although many of them rely on various precalculated animation techniques. FMV on the NES is totally possible, though, stay tuned.
This is how a NES game should be done, not like those who make NES games today pretending they're in the 80s, the 80s way, let's get the 8/16bits consoles to the next level. See ya.
you mean AN nes demo?
3:48
THE BND LOGO?!
Ого, логотип Ннтендо 64!?
Каким образом!?
=ПРЕ РЕНДЕРЫ
=..................ПСЕВДО 3Д ТО ЕСС
Точно так же, как и колыхающиеся листья пальм в Contra. Да и, собственно, так же, как и обновление тайлов в любом сайдскроллере. Дондя умеет обновлять тайлы, да. Открытие!
@@robotnikkkk001 =Пре-рендеры
=...Псевдо-3Д то есть.
how is this possible on the NES?! lol
Magic
I was think this is SNES demo
there's this but still no doom port for nes
Why, there is a Doom kinda-port for NES. It is powered with a Raspberry Pi on the cart, though. Unfortunately, a barebone NES can't run a Doom-like engine with any reasonable speed in any form of shape.
Самое впечатляющее здесь не эффекты, а цветовая палитра, от которой в кой то веки не вытекают глаза.
Мда. Крутяк!!!
how