Quantcast

Page 1 of 58 123451151 ... LastLast
Results 1 to 15 of 861

Thread: wolfenstein 3d demo for sega genesis

  1. #1
    Wildside Expert gasega68k's Avatar
    Join Date
    Aug 2013
    Posts
    142
    Rep Power
    29

    Default wolfenstein 3d demo for sega genesis

    This is a demo of wolfenstein for sega genesis written in asm that I've been working for about a year. Mostly is based on the source code of wolfenstein 3d for PC.


    Here is a video of the demo (uploaded on aug 21, 2013):

    http://youtu.be/BHtKv_cwgVk


    And here is the rom:

    http://www.4shared.com/rar/lr3GeFn4/...mo_wsound.html



    Right now i'm working on the pushable walls, the player's hand/weapon and some other things (objects?). Very soon I will post an update of my demo.

    Version b5.5(January 10, 2014):
    http://www.mediafire.com/download/lb...ddemo_b5.5.rar
    Version b6(February 1, 2014):
    http://www.mediafire.com/download/j9...f3ddemo_b6.rar
    Version b6.3(February 22, 2014):
    http://www.mediafire.com/download/9z...ddemo_b6.3.rar
    Version b7(March 23, 2014):
    http://www.mediafire.com/download/lk.../wolf3d_b7.rar
    Version b8(April 24, 2014):
    http://www.mediafire.com/download/39.../wolf3d_b8.rar
    Version b9t(May 19, 2014):
    http://www.mediafire.com/download/o2...olf3d_b9t_.rar
    Version b10(July 8, 2014):
    http://www.mediafire.com/download/58...wolf3d_b10.rar
    version b10.5(August 21, 2014):
    http://www.mediafire.com/download/47...lf3d_b10.5.rar
    version b10.6(September 27, 2014):
    http://www.mediafire.com/download/qr...lf3d_b10.6.rar
    version b10.7(October 23, 2014):
    http://www.mediafire.com/download/a4...lf3d_b107_.rar
    Version "fv11"(December 11,2014):
    http://www.mediafire.com/download/yz...olf3d_fv11.rar

    Version "fv11fix"(feb 6, 2015):
    http://www.sega-16.com/forum/showthr...l=1#post705101

    256 x 144 "Test demo version" (Apr 14, 2017):
    http://www.sega-16.com/forum/showthr...l=1#post778484

    Latest version (256 x 144) (jun 16, 2018):
    http://www.sega-16.com/forum/showthr...l=1#post818899
    Last edited by gasega68k; 06-16-2018 at 01:10 AM.

  2. #2
    Wildside Expert dr apocalipsis's Avatar
    Join Date
    Oct 2012
    Posts
    151
    Rep Power
    12

    Default

    Looks promising. I wonder if you will end surpasing what Tectoy did with DukeNukem3D.

  3. #3
    Death Bringer Raging in the Streets Black_Tiger's Avatar
    Join Date
    Oct 2006
    Location
    Vancouver
    Age
    43
    Posts
    4,947
    Rep Power
    112

    Default

    Looks amazing so far. Hard to believe what some people are able to oull off in their own for fun.

  4. #4
    ESWAT Veteran Da_Shocker's Avatar
    Join Date
    Apr 2009
    Location
    Cashville,TN
    Age
    39
    Posts
    5,254
    Rep Power
    71

    Default

    I wanna see how it moves with sprites on screen but not a bad effort at all.
    Quote Originally Posted by Zoltor View Post
    Japan on the other hand is in real danger, if Japanese men don't start liking to play with their woman, more then them selves, experts calculated the Japanese will be extinct within 300 years.

  5. #5
    Mastering your Systems Shining Hero TmEE's Avatar
    Join Date
    Oct 2007
    Location
    Estonia, Rapla City
    Age
    30
    Posts
    10,095
    Rep Power
    111

    Default

    Death To MP3, :3
    Mida sa loed ? Nagunii aru ei saa "Gnirts test is a shit" New and growing website of total jawusumness !
    If any of my images in my posts no longer work you can find them in "FileDen Dump" on my site ^

  6. #6
    Raging in the Streets Yharnamresident's Avatar
    Join Date
    May 2013
    Location
    British Columbia
    Posts
    4,080
    Rep Power
    65

    Default

    Quote Originally Posted by TmEE View Post
    NSFW
    Certified F-Zero GX fanboy

  7. #7
    Hero of Algol kool kitty89's Avatar
    Join Date
    Mar 2009
    Location
    San Jose, CA
    Age
    31
    Posts
    9,725
    Rep Power
    64

    Default

    There's been some dicussion on your demo here:
    http://www.sega-16.com/forum/showthr...and-Raycasting

    (which is what prompted me to comment in your spritesmind thread )



    Quote Originally Posted by dr apocalipsis View Post
    Looks promising. I wonder if you will end surpasing what Tectoy did with DukeNukem3D.
    I think he already has, at least in some respects. The current demo is only 247 kB, which implies it's not consuming tons of ROM space with large precalculated tables and similar memory-intensive CPU-time saving tricks.

    It also seems to be fillrate bottlenecked rather than computationally bottlenecked given it runs faster in zoomed out wide open areas than closed-in ones (runs slower when against a single wall). This is more noticeable in fusion, since it jumps above 15 FPS a fair bit more often. (software rendered stuff in Fusion seems to rum closer to a 10 MHz overclock than stock MD, though not quite as fast as 12 MHz tends to run on real hardware)


    And as I mentioned in the other threads, the fact this works in just 247 kB also has interesting implications for Sega CD software rendering (let alone games actually using the ASIC) working within its 512kB+256kB memory limits. (or 512kB+128kB in dual bank word RAM mode -which you can't use with the ASIC but is good for pure software rendering since you can flip banks and avoid word RAM contention between main and sub CPU)
    6 days older than SEGA Genesis
    -------------
    Quote Originally Posted by evilevoix View Post
    Dude its the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the worlds first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  8. #8
    Master of Shinobi Bottino's Avatar
    Join Date
    Apr 2013
    Location
    Brazil
    Posts
    1,730
    Rep Power
    68

    Default

    Quote Originally Posted by dr apocalipsis View Post
    Looks promising. I wonder if you will end surpasing what Tectoy did with DukeNukem3D.
    You know, i got Duke 3D when the game came out here and so far his demo already looks better. I'm really looking forward to see his progress.

  9. #9
    The Cat in the Hat Shining Hero NeoVamp's Avatar
    Join Date
    Nov 2008
    Posts
    10,424
    Rep Power
    194

    Default

    Awesome, just awesome.

    I really hope the sprites won't slow down things, because this is one of those projects that just show off the power of the Genesis.

  10. #10
    Hero of Algol kool kitty89's Avatar
    Join Date
    Mar 2009
    Location
    San Jose, CA
    Age
    31
    Posts
    9,725
    Rep Power
    64

    Default

    Missed the frame counter on Tiido's screenshot above. I assume that's on a flash cart, so it seems I was a bit off with my Fusion speed comments. Fusion tops out (in select conditions) at 20 FPS as well, with 15 FPS being the minimum.

    I was also wrong about the game being fillrate limited and fastest with the BG way zoomed out. It's fastest when sort of in-between, but slows down when really close to walls or far enough away to show most of a large room. (seems fastest when near the middle of a large room facing and a corner) So I assume I'm seeing both cases of fillrate and computational bottlenecks there. In any case, it never drops below 15 FPS.


    Also, per the comments about using horizontal blur/blending (via scrolling) that I mentioned on Spritesmind and the Catacomb 3D thread here, here's some screenshots in fusion comparing blur. (CVBS filter should be quite similar to H-scroll blur effect)



    Also note that you'd only have to blur the window, not the boarder/status display, at least if you used separate layers for that. (or just use cell scrolling on a single layer -you'd blur the boarder, but not the text/display below the window)

    32x Doom also could have hidden the dithering using H-scroll like that. (they really didn't need to dither though, posterizing the palette to 15-bit RGB would have worked fine, especially since they didn't use gradient lighting -just flat/solid per-sector shading)


    Oh, and another neat thing to note is that the on-screen pseudo-color count (with CVBS filter) in the render window tends to be in the mid 70s, and not too far off from the PC version. (the screencaps of the SNES version I have also range in the mid 70s)
    Actual color count will never exceed 16, of course.


    I kind of wonder why Carmak didn't do 1/2 res like this for the Catacomb 3D engine games . . . would be better than limited EGA color. I think EGA has hardware scrolling too, so the blending method should work. (more so for the later 2 games with status bard below rather than to the side)
    Not to mention how much halving the column count would speed up rendering. (having a Doom style low detail mode in DOS Wolf 3D would have been nice too, much better than just the screen resizing -3DO Doom has the same problem, screen resizing but no low detail mode, otherwise it could run 2x as fast)
    Attached Images Attached Images
    Last edited by kool kitty89; 08-24-2013 at 11:40 PM.
    6 days older than SEGA Genesis
    -------------
    Quote Originally Posted by evilevoix View Post
    Dude its the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the worlds first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  11. #11
    Road Rasher
    Join Date
    Jun 2011
    Posts
    484
    Rep Power
    16

    Default

    This is great!, just tried it on my flashcart.
    Just a few weeks ago an impressive port of Wolfenstein 3d was shown for one of my favorite portables, the Lynx. And now this awesome port is shown for my favorite console evah. Cant be happier right now!

  12. #12
    Mastering your Systems Shining Hero TmEE's Avatar
    Join Date
    Oct 2007
    Location
    Estonia, Rapla City
    Age
    30
    Posts
    10,095
    Rep Power
    111

    Default

    Hscroll stuff makes the image noticably wobble, and I am quite sure many folks will get a headache from that. There's also missing rainbow banding in the simulations :P
    Death To MP3, :3
    Mida sa loed ? Nagunii aru ei saa "Gnirts test is a shit" New and growing website of total jawusumness !
    If any of my images in my posts no longer work you can find them in "FileDen Dump" on my site ^

  13. #13
    Hero of Algol kool kitty89's Avatar
    Join Date
    Mar 2009
    Location
    San Jose, CA
    Age
    31
    Posts
    9,725
    Rep Power
    64

    Default

    Quote Originally Posted by TmEE View Post
    Hscroll stuff makes the image noticably wobble, and I am quite sure many folks will get a headache from that. There's also missing rainbow banding in the simulations :P
    Rainbow banding wouldn't be there in RGB+hscroll though.

    As for jiggling, wouldn't that be less noticeable in 60 Hz? (it should be about the same as the 60 Hz flicker/shimmer color faking methods, and those don't seem too bad) Mortal Kombat's FMV on the MCD uses v-scroll for the same sort of effect too.
    50 Hz and H32 would probably look the worst due to the wider pixels making things jiggle more.

    Hell, wouldn't the jiggling in general be similar to that of normal interlacing on a TV? (which IS noticeably, but certainly tolerable -otherwise TV couldn't have been done that way )
    And in H40 in NTSC, the pixels are actually narrower than the scanlines, so it should be even finer (less jiggly) than interlacing.
    In PAL, you've got a higher vertical resolution, so the lines would still be narrower than H40 pixels . . . also probably one of the reasons 25/50Hz flicker/jiggle is tolerable in PAL. (that and I assume longer persistence phosphor in the shadow mask)

    And if you were going to blend vertically, and do something PAL-specific, you could exploit the 2-line chroma accumulation in PAL to fake more colors/shades at full 50 Hz too. (some Atari 8-bit demos do that to fake 256 colors/shades, including the Wold3D style Project M -do one scanline of color/hues and another of luminance/shades and let PAL blend it for you)
    That won't work in RGB, of course, or NTSC either. (. . . though you could still approximate it via v-scroll)
    6 days older than SEGA Genesis
    -------------
    Quote Originally Posted by evilevoix View Post
    Dude its the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the worlds first 48 bit machine, IDK how you keep ignoring this.
    Quote Originally Posted by evilevoix View Post
    the PCE, that system has no extra silicone for music, how many resources are used to make music and it has less sprites than the MD on screen at once but a larger sprite area?

  14. #14
    The Cat in the Hat Shining Hero NeoVamp's Avatar
    Join Date
    Nov 2008
    Posts
    10,424
    Rep Power
    194

    Default

    Just tried the demo out on my Modded Mega Drive, it runs super smooth!
    the youtube clips while awesome just don't do it justice like seeing it for real.

    I also took a looksie at the Snes version, and damn I don't remember it being so blocky!
    if this port can be completed then it would be the ultimate Wolf3D port on the 16 bit consoles.

  15. #15
    ESWAT Veteran Chilly Willy's Avatar
    Join Date
    Feb 2009
    Posts
    6,744
    Rep Power
    78

    Default

    Quote Originally Posted by NeoVamp View Post
    Just tried the demo out on my Modded Mega Drive, it runs super smooth!
    the youtube clips while awesome just don't do it justice like seeing it for real.
    I like running on real hardware as often emulators don't quite capture the real thing. For example, 32X audio sounds MUCH better on real hardware than in emulators.


    I also took a looksie at the Snes version, and damn I don't remember it being so blocky!
    You were probably using a 13" TV like I was.

    Now-a-days, we all use 24" to 56" LCD computer monitors that just happen to also accept TV inputs.

    if this port can be completed then it would be the ultimate Wolf3D port on the 16 bit consoles.
    I'm REALLY impressed with this so far. As Kitty said, I'd like to see this on the SegaCD.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •