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Last updated on Oct-18-2019 Download

My demoscene project completed

My demoscene project completed
by on (#17577)
My 64k intro for the PAL NES is ready, and can be downloaded from:

http://pouet.net/prod.php?which=26485

It's nothing special, and it's a little buggy too, but at least the music is good ;)

Uses CNROM.

by on (#17579)
Very nice!

by on (#17602)
Looks good, probably the first 'megademo' for NES. Tell that ugly naked lady to trim her bush though ;)

Quote:
The recommended emulators for viewing this demo are the latest versions of Nintendulator and Nestopia. All others suck at various parts (tricky timing, PPU tricks etc.). Do remember, that emulation will probably never be as accurate as the real hardware. Even the best emulators will fsck up some of the effects. So sorry, Linux users, but FCEU really doesn't cut it.

Could you point out the PAL NES <--> best emulators (Nintendulator/Nestopia) differences of this demo?

by on (#17609)
Would it be too hard to make an NTSC version?

by on (#17610)
tepples wrote:
Would it be too hard to make an NTSC version?


Somewhat hard, yes. I would have to optimize a lot of the code (because it's not very good) for it'll spill outside vblank if I don't.

by on (#17611)
Quote:
Could you point out the PAL NES <--> best emulators (Nintendulator/Nestopia) differences of this demo?


It's mostly colors and the coke can / rasterbars effect. Somehow they just don't look right to me. The coke can is buggy anyway (I'm still trying to work out what I'm doing wrong).

by on (#17614)
Yeah, really cool demo! How well does it perform on the real thing?

by on (#17615)
Muchaserres wrote:
Yeah, really cool demo! How well does it perform on the real thing?


Everything is pretty much the same on the real console, the cokecan part has some little rasterbugs.

by on (#17693)
The rasterbugs remind me of early C64 demos when stable interrupts weren't known. The people on pouet complaining about effects sucking and blaming the system have forgotten that this is exactly like the early days of the C64 - you've got to start small before you can become good. I like the demo, it's a bit stiff but it is impressive for the NES. I especially liked the SID-style tune that you used.
Re: My demoscene project completed
by on (#17740)
visy wrote:
My 64k intro for the PAL NES is ready, and can be downloaded from:

http://pouet.net/prod.php?which=26485

It's nothing special, and it's a little buggy too, but at least the music is good ;)


Ah, I see that you come from the 'Early 90's PC Demo' school of design. Very nice tune though, and the effects/graphics aren't bad too.

by on (#17741)
A nice demo with a good "European Z80 coder" feel to it. Good work!

by on (#18178)
Very Cool...I guess that moon is moving the same speed as the Koopa if they are both passing stars. :D

-Rob

by on (#18195)
hap wrote:
Could you point out the PAL NES <--> best emulators (Nintendulator/Nestopia) differences of this demo?


...-_-;;
You mean "Gregar" and "Falzer"?

by on (#18200)
I take it you don't like those 2 emulators being mentioned everywhere as being the best of the best. That brings me to an interesting question, and not just to you, but to anyone on this forum.

What do you think of your grown/diminished/non-fame or attention inside the small world of NES? Does it motivate or demotivate you? Or perhaps even make you feel jealous or wanting to belittle other projects?

I'll start off. For me it's probably non-fame; I'm pretty sure a few friends of mine and I are the only regular users of my project (NES emulator). Every time I release a new version, it's nice to see the news spreading through the internet without me announcing it to anyone. But, seeing it mentioned by emulator news site authors as 'just another basic NES emu', and most of the comments by potentional end-users being the likes of 'it's no Sega emulator then?' demotivates me a bit. I acknowledge and look up to people who are better at their projects than I am, the thought that it's close to impossible to be the best at something with 6 billion other people in this world kind of satisfies me; I actually wouldn't want to be the best... though I'm probably the best Finnish-Dutch-mixbreed NES emulator author in the world ;)

(if people reply this probably needs a topic split)

by on (#18203)
No, I don't care.
I used "Gregar" and "Falzar" as the 2 cybeasts of Megaman Battle Network 6, of GBA. ^_^;; Plus, how interesting to the community a test with those 2 emus? Please, don't extend this, it's offtopic.

by on (#18205)
I started a new thread in general for hap's interesting topic.

by on (#18739)
Another quick intro, this time featuring MMC3 and sampled technospeech :)

http://pouet.net/prod.php?which=26832

Also, and big scroller and some big bitmap mayhem. PAL.

by on (#18740)
Nice. That's a lotta CHR. :)

by on (#19938)
That is so cool! However I can't seem to find an emulator that displays it properly (or is it coded to work on the hardware perhaps?)

by on (#19946)
My emu struggled with this MMC3 demo at first because of two issues:

1) The CHR size is wacky. $11 * 8k. I don't know if 136k CHR-ROM chips even exist? Why not bump it up to an even $20 * 8k and pad the end with 00's?

2) You assume PRG page 1 is swapped in at $A000. My emu wipes all mapper regs to $00 on powerup (putting page 0 at $A000)-- and your reset vector points somewhere to $Axxx which was causing it to crash after looping some weird DMC sample. Every commercial MMC3 game I've seen puts the Reset vector to $E000-FFFF for the reason that it's the only area which isn't swappable (ie: it will always be the last page of PRG).


Now I'm not saying the demo is wrong or bad. If it's working on the system then it works. Although I still think the practice of relying on the state of uninitialized mapper registers is somewhat "blech". Kind of like using RAM before you initialize it (only with potentially more severe consequences).


Anyway, after adjusting for those things the demo runs great. Very nice.

I still have a weird problem with the Quantum Disco Brothers demo you released. From what I can tell it runs right for the most part, except for the color bars part. A screenshot of how it looks in my emu:

http://disch.panicus.org/prob.png

I'm assuming that's supposed to be further down the screen and more centered. As it stands now there's a large black patch at the bottom for that whole portion of the demo. Is there a screenshot of how that's supposed to look?

by on (#19948)
Disch wrote:
1) The CHR size is wacky. $11 * 8k. I don't know if 136k CHR-ROM chips even exist? Why not bump it up to an even $20 * 8k and pad the end with 00's?

Because that appears to be the responsibility of the emulator. You'll notice that the common dumps of Smash TV and Tetris 2 also have undersize CHR.

Quote:
2) You assume PRG page 1 is swapped in at $A000. My emu wipes all mapper regs to $00 on powerup (putting page 0 at $A000)-- and your reset vector points somewhere to $Axxx which was causing it to crash after looping some weird DMC sample. Every commercial MMC3 game I've seen puts the Reset vector to $E000-FFFF for the reason that it's the only area which isn't swappable (ie: it will always be the last page of PRG).

Then I guess someone needs to make an MMC3 test rom that checks the initial state of the MMC3 registers.

by on (#20038)
EDIT: Oops, removed first half of post - there's a different thread for that now...
Disch wrote:
I still have a weird problem with the Quantum Disco Brothers demo you released. From what I can tell it runs right for the most part, except for the color bars part. A screenshot of how it looks in my emu:

http://disch.panicus.org/prob.png

I'm assuming that's supposed to be further down the screen and more centered. As it stands now there's a large black patch at the bottom for that whole portion of the demo. Is there a screenshot of how that's supposed to look?
It looks pretty much the same as that in Nestopia and Nintendulator, so it's probably right.

by on (#20096)
Quote:
It looks pretty much the same as that in Nestopia and Nintendulator, so it's probably right.


Yeah, I ran out of time so that particular effect looks pretty lame.