Great job! I can't believe the speed you reached for 1mhz machine. It would be great to port this engine to Spectrum, Amstrad and MSX, maybe it runs faster and smoother. It can be the new Freescape, exploration and puzzle games.
Would be interesting to see how this performs on Z80s - don't forget: While it is usually clocked higher, the older Z80 design typically needs way more cycles per command to execute. So the resulting performance should be comparable in the end. So much of the performance will be dictated by how the graphics chip(s) and memory are handled.
I mean, that looks exciting...but can you Populate these systems with sprites and algorithms for quests and things like that? Like can you have a low poly sprite system running in this to mark for say, a non character piece? A wall torch. A door. A static npc. Can it also run enemy character sprites or settings ?
the Atari 800 Source is available for the engine. Just search for Numen Source code. I adapted that to use chunky FLI mode instead of native A8 modes... and some joystick, keyboard routines changes. but basicly it is Atari 800 6502 code running.
which is obvious as it does not use FLI mimic 4x4 mode, 1,77 Mhz and special gfx mode using the internal ANTIC line cache to doublicate scanlines called mode9++
Imagine seeing this in 1983 - this would have BLOWN anyones mind, and it was capable of this, it just needed the coder.
you got Capture the Flag, Rescue on Fractalus, Eidolon... ;-)
Great job! I can't believe the speed you reached for 1mhz machine. It would be great to port this engine to Spectrum, Amstrad and MSX, maybe it runs faster and smoother. It can be the new Freescape, exploration and puzzle games.
Would be interesting to see how this performs on Z80s - don't forget: While it is usually clocked higher, the older Z80 design typically needs way more cycles per command to execute. So the resulting performance should be comparable in the end. So much of the performance will be dictated by how the graphics chip(s) and memory are handled.
Unlikely to run faster since the Z80 needs 4 cycles to execute what the 6502 can in one or two.
This is fast. Nice work.
Amazing work! You should continue it!
It's a port, doubt there's much more he can do.
@@Atlas_Redux I can understand it. My point was that he could try this engine in the making some new games.
@@Atlas_Redux I got all tools to design levels etc... Fox (coder of the original) did a game project starting called Vector.
nice
I mean, that looks exciting...but can you Populate these systems with sprites and algorithms for quests and things like that? Like can you have a low poly sprite system running in this to mark for say, a non character piece? A wall torch. A door. A static npc. Can it also run enemy character sprites or settings ?
Sprites are already implemented. Just watch Atari 8bit demo called Numen
Wasn't the original engine called Vector?
yes. but it is not the vector source I ported but the Numen part. (not sure how much vector sticks in Numen)
This looks amazing. Are you going to release the source ?
the Atari 800 Source is available for the engine. Just search for Numen Source code.
I adapted that to use chunky FLI mode instead of native A8 modes... and some joystick, keyboard routines changes. but basicly it is Atari 800 6502 code running.
Has JunkModorre any sound chip ?
Nice to see this being ported to other systems. Is the plan to recreate the full demo on c64? I love very much the Atari 8 bit version.
When is Wolfenstein being ported?
texturing very slow on 1,79MHz
I'm working on a simple wolf clone for c64. Visit my channel :)
@@BellaLugoshi ua-cam.com/video/PM9K7jSjCu4/v-deo.html
Atari original seems more than twice as fast.
which is obvious as it does not use FLI mimic 4x4 mode, 1,77 Mhz and special gfx mode using the internal ANTIC line cache to doublicate scanlines called mode9++
@@Heaven6502 sounds complicated 😁👍
OBS is free and fast
Is this prerendered or realtime?
realtime.
ATARI version is several times faster
I know...