Atari 7800 Demo “1E78” by Desire
Вставка
- Опубліковано 5 лют 2025
- Demo presented at Revision 2019 in Oldschool Demo Competition.
Code by Heaven and Probe
Graphics by Bokanoid and Alien
Music on the TIA chip by Triace
This world first (?) full scene release for the Atari 7800 gaming console on a standard 128kb gaming cart with additional 16kb RAM.
All effects are calculated in real-time.
Props to anyone coding on a machine with no framebuffer!
2:35 - Object inside object is awesome !
Magnifique ! c'est dingue que vous êtes arrivés à sortir avec cette console !! Bravo !
Amazing work. Love the art style.
Very cool!!! Congrats!!
Fantastic demo!!! :D
Wow, what capabilities :o so sad that the potential was never realized
RAM expansion made this possible.
Had the system at least had more ram more could have been done. Either way, their use if the same 2600 audio chip was a flop of an idea.
@@AgeofReason didn't every console of the day require extra ram to do anything?
@@AgeofReason the tune is cool imo.
A 2600 would probably have issues running this music with any kind of gameplay, having to juggle music and graphics on the same chip.. at least the 7800 has a seperate graphics chip and leaves the tia for music.
I imagen that's why 7800 games such as Ms Pacman and Mario Bros have 4x as many sound effects as their 2600 counterparts.
Being an old school gamer I dont mind the sound. If all the games had pokey chips like Commando they'd sound too much like Nintendo.
@@kimgkomg as far as I know for the 7800 the only commercial game that used any kind of additional power was Ballblazer. I hear it has something called a Blitter chip to help it run.
NES eventually started using extra ram carts which is what made it surpass the 7800.
For early games that ran off the base system, the 7800 actually had the edge. Double the ram, triple the color, double the sprites on screen, no flicker.
So adding extra Ram was how Nintendo stepped it up.
there are quite a lot of 128K titles ... RAMPAGE, XENOPHOBE, COMMANDO, SCRAPYARD DOG, MIDNIGHT MUTANTS, NINJA GOLF, IKARI WARRIORS, DOUBLE DRAGON, PLANET SMASHERS and FATAL RUN are all 128K games
Amazing!
SUPER!!!!
just awesome!!!!
awesome!!!!
sad that the 7800 was never realised or put to good use back in the day
Was planned for release in 1984 and had 2600 backward compatibility. If Atari hadn't had financial troubles and managed to release in 84, maybe it would have been big for a while. But because they did have troubles, the release was delayed until 1986, after NES had already started to cement itself as the next generation. The 7800 was antiquated in comparison and was going up against Mario and Zelda = game over.
Don't know much about the 7800, seems its pretty good tho. Some real nice routines.
Super Arbeit. Hätten man früher doch nur so programmiert.
Really, was that realtime engine with 3d clipping on a 8 bit machine with 1Mhz clock? Probably tons of tricks, but looks really great!
Livingroom Flight yes. Object rotation, transformation, clipping and perspective, z sorting etc all in 16k ram but with 1,79 MHz though ;)
@@Heaven6502 I don't believe it calculates clipping. I assume it draws on the bigger field of view than visible and then removes objects if out of certain radius :) The rest I believe is real. Ah, 1.79 haha thats not much more. Demo kicks ass, I watch it 3rd time already, definitely Revision 8bit 2019 winner for me!
Livingroom Flight thanks. Clipping 2d screen space, frustrum clipping by object bounding boxes and near z and far z clipping to be more precise.
@@Heaven6502 Thanks for the answers, really interesting! When I say clipping I assume Sutherland-Hodgmann, don't tell me it's implemented there:) I guess it just 'clips' against the frustum, so it decides if object should be displayed using bounding object box, and 2d clipping is done on a scanline poly level? Oh man, that inspired me to do some 8 bit coding again :D
Livingroom Flight now that summarize it quite well... no Sutherland