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 its crazy! I have a few 3d games on my Commodore 64 and they all run between 2 and 10 fps and some are so slow they act more like point and click adventure games.
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.
@@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.
I've binged the virtual boy many times, never got eye strain, but this definitely made my head hurt haha watching it in HD on an LCD probably isn't the best way to view it if I had to assume
There's videos of an FPS version of Zelda 1 on the youtubes that has some massive bobbing that was my first time getting sick from an FPS game. I guess that's the second time a game's physically hurt me, right after Diablo 3 ditched the franchise's essential ASMR roots and thought it was acceptable to have metal scrapping against metal as a battle noise constantly going off. Such dark horror and wonders man is capable of...
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.
I've seen a NES raycaster (think Wolfenstein 3d) a couple years ago done using CHR-RAM so it could address individual pixels and generate tiles at runtime. Not sure if it went anywhere.
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!
Fourty... Kilobytes?! I cannot wrap my head around the level of achievement this represents. I'm 39 so i can suspend my knowledge of modern graphics and accept what is in front of me. It is all very subtle and you sort of need to use your imagination, but indeed it feels like doom if it was built using the textures from zelda. Somehow you captured the feeling of depth quite well. Absolutely unreal. I am astonished.
I wish there was an FPS on the successor that's more optimised than Wolf 3D. Apparently there's a faster way to draw graphics to a pseudo-bitmap than what Wolf 3D on SNES did.
Very early builds were Wolf3D-ish, using a simple lookup table. Each tile onscreen can only be a certain distance away, in a specific direction - so you step bottom-to-top until you find a wall. This approach stuck around until the NESdev '22 compo version, where the undersampling was hard to miss. Since then it's used DDA to never miss a tile-edge. On SNES you can draw tiles as if they're pixels and stretch that fullscreen with Mode 7, or else skip a bunch of pixels and use the mosaic effect to cover the gaps.
I remember I would occasionally look up Doom demakes for obviously inferior hardware. There were projects for many computers and consoles, including an FPS game made for C64, but NES is the one console that I've never seen an actual game like this being pulled off. All I could find was fake videos, like Doom game footage rendered in only a few colors, or one game that maybe looked like it could've run on NES, but very smooth gameplay, raycasted walls and floating point precision immediately gave it away it was a project made in something like a Gamemaker or something. Now it looks like this is it!
Faceball 2000 on the Gameboy is probably a better equivalent of what could be done back then. There were already 3D kits for 286 level computers back then, but they were somewhat more geared toward making a virtual model home for Real Estate companies to show how hi-tech they could be, or early CAD sort of stuff. However, they would be perfect to use to try and hack the old kits to make a 3D game with their elements on a 286. Anyways, Faceball 2000 was ported to the SNES and Gameboy. It was meant more to show off the 3D capabilities of the SNES, albeit, the Gameboy port is pretty impressive, considering it's more comparable to the NES, even though in it's later years was getting games that looked more like 16 bit.But still, I think that anything the Gameboy could do, the NES ought to do as well, save with more colors. So I would think trying to build off of something like Faceball 2000, as well as what the 286 and 8-bit computers were doing at the time that had some 3D elements might work out. Not to mention the original Phantasy Star on the Master System, with had 3D style dungeons. Might and Magic: Secret of the Inner Sanctum on the NES is a good example of how 3D was done on the NES back in the day. I'm sure there's a few other examples, but they'd be in that RPG style, or Deja Vu and Shadow Run with the quasi 3D looking screen, but not really you moving around without RPG commands to go to this place of that.
The HUGE difference between the Game boy and the NES is the graphic memory. On the GB, you can very easily write to the graphical memory (you can't do it all the time, only when the screen is not redrawing itself, but you can do it). On the NES, it's very hard to do so. Most of the games have a separate memory for the code and the graphics, meaning also that you program can't easily render in software something to the screen. On the GB, you can set up a brunch of times, and then write whatver value (or pixels) you want to it, so you can do software rendering easily (doing it fast is hard tho). So, that's why this game uses defined tiles for it's graphic and it looks so low resolution and weird. And the code tried to do some diagonal half tiles and mip-mapping to help sell the perspective , that's already an improvement.
I feel like the game "Rescue the Embassy Mission" came close to being a FPS in one of the segments/stages when you go inside the embassy to shot down the remaning terrorist holding the hostages, other than that can't say I' have seen what's displayed here, very cool.
Місяць тому+7
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.
Місяць тому+1
@@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.
I want to say that it kind of looks like the world is rendered as a 360 degree panorama, and then uses the NES' scrolling features to "rotate" the camera. Very impressive, I did a similar thing for a doom clone
Wild homebrew stuff where you take old hardware and try to John Carmack the crap out of it to see how much you can pull off will never not be fascinating to me.
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.
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.
Regarding Slaughter, it would probably look and feel way better on actual hardware via a CRT display. Also, since it's running at 60fps, there is room for some palette swapping tricks for better depth perception which only work on CRT. On the other hand, emulator optimization is the norm in the current homebrew scene.
Pretty amazing! there are some obvious challenges to understand what's going on, but I guess after a while you do see more and more as you learn the language of the visuals. I wonder how gamers would have received this title if it launched 30 years ago.
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
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.
At least the framerate is nice and snappy! Looks like a locked 60fps! Better than most games on PS5 Pro! Seems like a great foundation that could be built upon.
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
While it's impressive to make a FPS game for NES, the visuals just frigging destroys your eyes and gives you a motion sickness. So it would be cool if author somehow figure out to make visuals clean. That way it would be a lot better than this.
Okay, using the 8x8 tiles of the NES to make a very low resolution immediate display is going to work for an FPS, but this is horrible! First, at that resolution (which is probably 32x30) anything above Wolfenstein 3D would look god awful. Second, adding more texture to those sprites would make things worse, the only way I could think of this looking bareable is by using those 8x8 tiles to create basic shapes with which you could use to up the resolution to 64x60, kind of how the old computers used tiles both for 2D graphics in games and for displaying the text. I have no idea how to code such a game or how the game in the video was coded by I'm sure it can be made easier to look at and understand
What if we make a functioning fps for the NES. Start with the 8x8 resolution, like has already attempted, but try to increase the resolution until it becomes unplayable. Doom for the SNES is just barely playable so they did a good job to find the sweet spot of graphical fidelity while still be playable, although it's very bad in both aspects, but it still works and the game could be played and beaten without too much headache
Every single still looks like a mangled top down Zelda clone. I'd say the experiment didn't work. It's just a very primitive illusion of 3d, and one that relies on motion to work at that. A for Effort, D for Effect!
I wonder if it would be more playable if it was wireframe based, like Elite. You could use something like Doom's BSP method to not require hidden line removal. Or ironically, if there was no textures - I think environemnt would be way more readable if tiles were pure color, and details were reserved for enemies and objects. Currently textured tiles act the same way camouflage pattern does, that's I think part of why the game looks so unpleasant to look at.
What's the game in 1:22? Also this reminds me of 8-bit Killer which was out in around 2010-2011 Though 8-bit Killer is impossible to run in NES alone, it requires at least a PS2-level power.
The fact that this works at all, let alone fitting in 40K, at 60FPS, and not even written in assembly, might be one of the greatest technical achievements of the century. Unfortunately, I have no idea what I'm looking at! The visuals are confusing and painful. Also the text at the beginning advances way too fast.
In fairness, there's a bunch of assembly involved. CC65 does some silly things that should be trivial... and C in general is bad at detecting overflow. The latest version runs at least twice as well as the one shown in this video. (And is best viewed through a CRT filter, from a distance, with your glasses off.)
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.
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.
i think you could technically double the tiled resolution and multiply the color depth by just using checker flag tiles and not even many of them since every tile can use up to 4 colors and and while background can use 13 at once you can create a resolution of 60x56 and pretty decent color depth by using 12 tiles that are basically 4 pixels in one place in different combination 7 shades of black and white with no flickering is also doable by just using 4 colors so i think that 64x64 resolution in full color game could be almost rendered on the ppu if cpu could keep up
Further walls are darker, but it's only really evident through a CRT filter. The NES has plenty of tools for swapping in different graphics... and the game is open-source. Go wild.
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
Because it looks horrendous maybe?
When I saw the thumbnail, I never could've imagined this would actually run at 60 fps
Yeah its crazy! I have a few 3d games on my Commodore 64 and they all run between 2 and 10 fps and some are so slow they act more like point and click adventure games.
@8-bitcentral31 Those are actual 3D though in most cases, they are not faking it like this one does.
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
I love seeing old machines doing something they were never designed to do even if they can only do it terribly.
When looking sideways it feels like jumping from 3D to a higher plane of reality like watching a slideshow of the world itself
I am 36 and it was the first an FPS game me motion sickness. However, it is still impressive.
I've binged the virtual boy many times, never got eye strain, but this definitely made my head hurt haha watching it in HD on an LCD probably isn't the best way to view it if I had to assume
There's videos of an FPS version of Zelda 1 on the youtubes that has some massive bobbing that was my first time getting sick from an FPS game.
I guess that's the second time a game's physically hurt me, right after Diablo 3 ditched the franchise's essential ASMR roots and thought it was acceptable to have metal scrapping against metal as a battle noise constantly going off. Such dark horror and wonders man is capable of...
I've been watching this project for sometime, such a cool piece of homebrew
@@whyishoudini Definitely, there's a plethora of experimental stuff for older platforms like this.
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.
Agreed. I know nothing of the sort but I want to witness how it was developed
While is amazing how they managed to make a FPS on the NES...i will say that the graphics sometimes get confusing, still is an amazing work!
I've seen a NES raycaster (think Wolfenstein 3d) a couple years ago done using CHR-RAM so it could address individual pixels and generate tiles at runtime. Not sure if it went anywhere.
This is really cool, and it's insane that it runs so well. The walking animations for the weapons look genuinely 3D.
Incredible, a tile-based shooter!
Still better than Concord.
Lol, agreed
holy shit
limitation truly breeds creativity
We can only respect the audacity and determination it takes to accomplish this.
Definitely impressive. I think if they could manage a mini-map it would make navigation a bit less visually confusing.
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.
this is nuts. i seriously admire the dedication
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.
This is seriously impressive, it looks like it's rendering a textureless 3D environment and just throwing tiles over the whole thing.
Imagination was always a big part of 8 bit gaming
This
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!
Fourty... Kilobytes?! I cannot wrap my head around the level of achievement this represents. I'm 39 so i can suspend my knowledge of modern graphics and accept what is in front of me. It is all very subtle and you sort of need to use your imagination, but indeed it feels like doom if it was built using the textures from zelda. Somehow you captured the feeling of depth quite well.
Absolutely unreal. I am astonished.
nice code employees at 2 am on a wednesday:
I wish there was an FPS on the successor that's more optimised than Wolf 3D. Apparently there's a faster way to draw graphics to a pseudo-bitmap than what Wolf 3D on SNES did.
faceball 2000?
Super Noah's Ark 3D?????
Very early builds were Wolf3D-ish, using a simple lookup table. Each tile onscreen can only be a certain distance away, in a specific direction - so you step bottom-to-top until you find a wall. This approach stuck around until the NESdev '22 compo version, where the undersampling was hard to miss. Since then it's used DDA to never miss a tile-edge.
On SNES you can draw tiles as if they're pixels and stretch that fullscreen with Mode 7, or else skip a bunch of pixels and use the mosaic effect to cover the gaps.
Very cool stuff! Well done.
I remember I would occasionally look up Doom demakes for obviously inferior hardware. There were projects for many computers and consoles, including an FPS game made for C64, but NES is the one console that I've never seen an actual game like this being pulled off. All I could find was fake videos, like Doom game footage rendered in only a few colors, or one game that maybe looked like it could've run on NES, but very smooth gameplay, raycasted walls and floating point precision immediately gave it away it was a project made in something like a Gamemaker or something.
Now it looks like this is it!
I mean this is just some incredibly dark jankwizardry. Truly terrifying.
Faceball 2000 on the Gameboy is probably a better equivalent of what could be done back then. There were already 3D kits for 286 level computers back then, but they were somewhat more geared toward making a virtual model home for Real Estate companies to show how hi-tech they could be, or early CAD sort of stuff. However, they would be perfect to use to try and hack the old kits to make a 3D game with their elements on a 286.
Anyways, Faceball 2000 was ported to the SNES and Gameboy. It was meant more to show off the 3D capabilities of the SNES, albeit, the Gameboy port is pretty impressive, considering it's more comparable to the NES, even though in it's later years was getting games that looked more like 16 bit.But still, I think that anything the Gameboy could do, the NES ought to do as well, save with more colors. So I would think trying to build off of something like Faceball 2000, as well as what the 286 and 8-bit computers were doing at the time that had some 3D elements might work out. Not to mention the original Phantasy Star on the Master System, with had 3D style dungeons. Might and Magic: Secret of the Inner Sanctum on the NES is a good example of how 3D was done on the NES back in the day. I'm sure there's a few other examples, but they'd be in that RPG style, or Deja Vu and Shadow Run with the quasi 3D looking screen, but not really you moving around without RPG commands to go to this place of that.
The HUGE difference between the Game boy and the NES is the graphic memory.
On the GB, you can very easily write to the graphical memory (you can't do it all the time, only when the screen is not redrawing itself, but you can do it).
On the NES, it's very hard to do so. Most of the games have a separate memory for the code and the graphics, meaning also that you program can't easily render in software something to the screen.
On the GB, you can set up a brunch of times, and then write whatver value (or pixels) you want to it, so you can do software rendering easily (doing it fast is hard tho).
So, that's why this game uses defined tiles for it's graphic and it looks so low resolution and weird.
And the code tried to do some diagonal half tiles and mip-mapping to help sell the perspective , that's already an improvement.
Slaughter with lightgun controls would be cool
Would be an insane experience to control the player with gamepad and shoot with the lightgun wit the other hand. Sounds super inconvenient though.
While FPS may not be one of the unique or better genres, I admit this is damn impressive.
I feel like the game "Rescue the Embassy Mission" came close to being a FPS in one of the segments/stages when you go inside the embassy to shot down the remaning terrorist holding the hostages, other than that can't say I' have seen what's displayed here, very cool.
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.
I never would've played this, but thanks for exposing this gem!
Great video!
I love it, but i think what gives me and others motion sicknes is the huge gun sway/bobbing.
MVG`s new channel ? :D Good video BTW
I want to say that it kind of looks like the world is rendered as a 360 degree panorama, and then uses the NES' scrolling features to "rotate" the camera.
Very impressive, I did a similar thing for a doom clone
The two-dollar term is Mercator projection. In this case inspired by PanQuake.
Splitscreen has to do things the hard way.
Wild homebrew stuff where you take old hardware and try to John Carmack the crap out of it to see how much you can pull off will never not be fascinating to me.
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.
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.
actually insane for being on a tile based system!!!
I’d like to see this with a CRT scanline filter to blend all that dithering.
This would have been so much easier on the eyes if the dev went with single color blocks instead of textured ones,
Amezing seeing 3D on the nes but the world looks like getting crumbled around you everytime you move🤣
Crazy. I was just thinking about this the other day. FPS games on nes or snes
Regarding Slaughter, it would probably look and feel way better on actual hardware via a CRT display. Also, since it's running at 60fps, there is room for some palette swapping tricks for better depth perception which only work on CRT. On the other hand, emulator optimization is the norm in the current homebrew scene.
Pretty amazing! there are some obvious challenges to understand what's going on, but I guess after a while you do see more and more as you learn the language of the visuals. I wonder how gamers would have received this title if it launched 30 years ago.
@willft520 Definitely. Plus doing it this way gave a sense of elevation in the map too.
I know I had a dream about this once.
Now that some impressive stuff ...
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.
has a fever dream vibe to it.... will wait for my China friends on Aliexpress to put it on cartridge
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.
This game doesn't hurt my brain if I take off my glasses. lol
Yep, that's probably as good as it was ever going to work.
At least the framerate is nice and snappy! Looks like a locked 60fps! Better than most games on PS5 Pro!
Seems like a great foundation that could be built upon.
...ok, the story is class 😂
But yeah, this looks _extremely_ impressive!
The tiles could definitely be less "detailed" for a lack of a better word. they could make it more NES-ish instead of trying to emulate textures.
hard to make it out but awesome
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.
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.
And running at 60FPS, i think that could look a little better If the framerate was cut in half or by 3
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.
Honestly a straight raycaster would probally be more fun.
@grahamwilson4053 I agree. Which is why I see this game more from the perspective of learning game dev, rather than just playing it.
Like Horror Hospital?
@@Nikku4211what's that
@@Nikku4211 Looks like it yeah, although that's an RPG.
I wonder if this ends up looking better on a CRT TV with the way they display 240p.
While it's impressive to make a FPS game for NES, the visuals just frigging destroys your eyes and gives you a motion sickness. So it would be cool if author somehow figure out to make visuals clean. That way it would be a lot better than this.
I think if it could be easily done, they would've done it. It's incredible as it is. Let's not forget that NES has incredibly weak hardware
@@Xxc-iw7yj And yet, it is possible to achieve clean visuals on NES, making those tiles look clean, without that stupid pattern all around.
There's a secret option below Give Up that changes the column order to slow-scan. That's also how the splitscreen multiplayer looks.
Not even severe cataracts could stop Doomguy.
Okay, using the 8x8 tiles of the NES to make a very low resolution immediate display is going to work for an FPS, but this is horrible!
First, at that resolution (which is probably 32x30) anything above Wolfenstein 3D would look god awful.
Second, adding more texture to those sprites would make things worse, the only way I could think of this looking bareable is by using those 8x8 tiles to create basic shapes with which you could use to up the resolution to 64x60, kind of how the old computers used tiles both for 2D graphics in games and for displaying the text.
I have no idea how to code such a game or how the game in the video was coded by I'm sure it can be made easier to look at and understand
if you stand 36 miles away and squint your eyes, it kinda looks normal!
VALVe was not a "smaller developer" when they made Portal
a CRT would smooth things out. Blurring my vision makes the level geometry more obvious
can't find the two games shown at 6:12, drop the names please, they seem to be quite interesting
I've put links in the description for the 8x8 game. Will update the other one.
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What if we make a functioning fps for the NES. Start with the 8x8 resolution, like has already attempted, but try to increase the resolution until it becomes unplayable. Doom for the SNES is just barely playable so they did a good job to find the sweet spot of graphical fidelity while still be playable, although it's very bad in both aspects, but it still works and the game could be played and beaten without too much headache
There's a fps on the GameBoy Color that is far less nauseating than this. But still, this is very impressive.
Must every console have the worst genre?
Every single still looks like a mangled top down Zelda clone. I'd say the experiment didn't work. It's just a very primitive illusion of 3d, and one that relies on motion to work at that.
A for Effort, D for Effect!
I wonder if it would be more playable if it was wireframe based, like Elite. You could use something like Doom's BSP method to not require hidden line removal. Or ironically, if there was no textures - I think environemnt would be way more readable if tiles were pure color, and details were reserved for enemies and objects. Currently textured tiles act the same way camouflage pattern does, that's I think part of why the game looks so unpleasant to look at.
Would be better if all the tiles were less detailed.
What's the game in 1:22?
Also this reminds me of 8-bit Killer which was out in around 2010-2011
Though 8-bit Killer is impossible to run in NES alone, it requires at least a PS2-level power.
Compound VR. Also, will check out 8-bit Killer, looks up my alley.
@@SackoYT be warned though the game follows retro design discipline, as in no saving, but the game can be beaten in an hour.
The fact that this works at all, let alone fitting in 40K, at 60FPS, and not even written in assembly, might be one of the greatest technical achievements of the century. Unfortunately, I have no idea what I'm looking at! The visuals are confusing and painful.
Also the text at the beginning advances way too fast.
In fairness, there's a bunch of assembly involved. CC65 does some silly things that should be trivial... and C in general is bad at detecting overflow. The latest version runs at least twice as well as the one shown in this video. (And is best viewed through a CRT filter, from a distance, with your glasses off.)
1:21 whoa what is this from
This is what spaceland looks like to flatlanders
Holy cow
thats pretty neat
the LJN humour reminds me of AVGN
@@Rygore_BoldHeart That's exactly who I thought of when I came up with the idea.
I need to get a Everdrive for my NES and actually try it out on real hardware
watching this I got stroke ....
This is NUTS!
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.
Anything for the SNES with the SuperFX chip maybe?
I'm curious too, I'll have a look around.
It seems like you could make the game a lot better just with some changes in level design.
There's an editor, help yourself.
While it outstanding work. I can't get what's going on screen.
Needs black outlines on most things.
This looks so similar to a ray traced FPS engine made in QBASIC back in the 90a.
thats impressive. so i guess some one will port doom to nes using this engine eventually lol
I mean it looks like gobbledygook, but it runs smoothly which is crazy!
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.
What is the game at 1:22 ?
Former Dawn, a homebrew NES game in development and the vr game is called Compound VR.
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.
Thank you for not starting the in-game footage 6,000,000 minutes into your video like the rest of the UA-camrs do.
i think you could technically double the tiled resolution and multiply the color depth by just using checker flag tiles and not even many of them since every tile can use up to 4 colors and and while background can use 13 at once you can create a resolution of 60x56 and pretty decent color depth by using 12 tiles that are basically 4 pixels in one place in different combination 7 shades of black and white with no flickering is also doable by just using 4 colors so i think that 64x64 resolution in full color game could be almost rendered on the ppu if cpu could keep up
Is there a chance to get better shading on this? It would probably help a lot with perspective to have different tints on walls further apart.
Best bet would be to ask the developer directly.
Further walls are darker, but it's only really evident through a CRT filter. The NES has plenty of tools for swapping in different graphics... and the game is open-source. Go wild.