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Message Board > Screenshots and Trailers > Gameboy Color Project |
September 17, 2009, 15:14 | |
antzrhere
None 12 posts |
Hi! My first post. Just some pics of my Gameboy Color game...well it not a game yet, just a Software Mode7 engine. Hopefully in a month or two when I've finished my PhD end-of-year report I can get back to making the game. The game will eventually be an arcade fishing game (in the style of Sega Bass Fishing). Compiled under GBDK, part ASM (Mode7 graphics) & the rest in C. With animated 3D sky and animated 3D water (2xMode7 planes), runs about ~15fps (ish) on real hardware (no rotation though) Not bad for a 2Mhz 8bit CPU with no multiplication or division :-) and 16K of VRAM http://gbcdev.tripod.com/Images/GBDemo2.bmp (Copy into Browser Address bar) Regards Ant (DIV member Antzhere) [Edited on September 17, 2009 by antzrhere] ____________ |
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September 18, 2009, 01:34 | |
Sandman
F3n!x0r 1194 posts |
You're doing this just because you can? It's a cool result though, always like it when old hardware is used. ____________ BennuWiki Yes, my avatar has grey borders in IE (so get a decent browser) ROOFLEZ ROOFLEZ |
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September 18, 2009, 12:20 | |
antzrhere
None 12 posts |
The original reason I started a GBC project was that I found GBDK didn't require installing (I have a work laptop with no admin rights, so I can run this off a USB memory stick). But yes, It's nice to do something that hasn't been done before, and it's fun trying to optimise asm code to the Nth degree to squeeze a decent framerate out of an old machine...
____________ |
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September 18, 2009, 18:21 | |
Eckolin
Quite Whiskered 388 posts |
Do you think you can get 100+ fps on SGL?
____________ Maker of Games... Wisdom is supreme; therefore get wisdom. Need help with coding? I probably wrote something similar. |
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September 18, 2009, 19:05 | |
antzrhere
None 12 posts |
Ha! lol! Well remembered...I've still got the code to that. looking back I realise how slow & inefficient it was! But then I was only 16/17 and new to C & Assembly...and as far as I know no-one actually made a game with it (except 1)....with a bit of time you could probably optimise it another 2-3x.....wait!...where has DOS4GW gone! ____________ |
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September 18, 2009, 19:25 | |
Eckolin
Quite Whiskered 388 posts |
I've still got the code to that one game (although I don't have permission to port it to Fenix). You can find a Fenix port of SGL in the upload area, but I'm afraid the Assembly got disassembled when moving to 16 bit fog.
____________ Maker of Games... Wisdom is supreme; therefore get wisdom. Need help with coding? I probably wrote something similar. |
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September 18, 2009, 21:05 | |
antzrhere
None 12 posts |
Hey just had a quick go of your '3d5' demo. Nice job, & well done considering my code was never commented & increadibly unreadable! :-). I think SGL was my third or fourth C/C++ project & it shows! Kudos to you though. Maybe if I get Fenix & a decent compiler I could try again at a better 16bit 3D engine. It wouldn't be hard to make something alot better looking & faster. One thing I can't believe even back then I never thought of adding was the ability to render polygons from an array instead of calling sglPolygon3v() every time. ____________ |
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September 19, 2009, 13:55 | |
Sandman
F3n!x0r 1194 posts |
I wouldn't recommend trying to do it for Fenix. Try it for Bennu instead, as its modular system makes this more easy.
____________ BennuWiki Yes, my avatar has grey borders in IE (so get a decent browser) ROOFLEZ ROOFLEZ |
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September 20, 2009, 14:33 | |
Ariel Yust
Bloodcoughted Yozik 291 posts |
ammm I can't see the picture... so I have no idea what you guys are talking about... the site doesn't show it... can u fix that issue for me? thanks =]
____________ Get bitten by a vampire or at least at my own character muhahahaha! http://s7.bitefight.org/c.php?uid=159944 |
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September 21, 2009, 09:46 | |
antzrhere
None 12 posts |
You have to copy and paste the link (http://gbcdev.tripod.com/Images/GBDemo2.bmp) into your browser address bar, Tripod doesn't allow remote linking I think. [Edited on September 21, 2009 by antzrhere] ____________ |
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September 21, 2009, 11:54 | |
Dennis
どこかにいる 2097 posts |
it looks nice. Btw Ecko, I don't think any REAL GBC game runs at 100 FPS
____________ Kwakkel |
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September 21, 2009, 13:41 | |
antzrhere
None 12 posts |
You could do 60fps if your only using the hardware bkg scrolling and playing with the sprite attributes, like many GB games do! But because you cannot write to video mem when the GB screen is being drawn this only leaves you with ~80,000 cycles during Hblank&Vblank periods to write to VRAM. Even when copying straight from a backbuffer to video this isn't enough time to re-write all 256 tiles in one LCD refresh, let alone render graphics. Combined with the GBs tile format and unusual pixel colour format, it's safe to say the GB wasn't designed for anything other than tile-based games! ____________ |
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September 22, 2009, 13:55 | |
Dennis
どこかにいる 2097 posts |
Could you make a Gameboy Color emulator for the GP2X WIZ?
____________ Kwakkel |
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September 22, 2009, 14:06 | |
antzrhere
None 12 posts |
I'd love to have a GP2X.... isn't there already a GB/GBC emulator for it - GnuBoy2x(http://craig.gp2x.de/gnuboy2x_06b.zip) ____________ |
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September 23, 2009, 15:43 | |
Dennis
どこかにいる 2097 posts |
Allright, I'll see if it works. Thanks. ____________ Kwakkel |
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October 6, 2010, 18:41 | |
link3rn3l
Whiskered 78 posts |
antzrhere you continue with antz3d(div2) engine in bennu? ____________ |
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May 6, 2011, 13:46 | |
antzrhere
None 12 posts |
No, but I am now coding a streaming Sparse Voxel Octree raytracing software engine in C/C++.... It's all software and is a bit slow (about 40fps @ 640x480 on a 3.95Ghz I7 Quad core), but it can display billions of voxels over hundreads of GB in realtime. It's much like streaming version of Nvidia's SVO - but lacking the CUDA speed (and pretty contour mapping). I'd be happy to port that (or just hand out the source code) when it's finished. On a side note, I also created a full polygon 3D engine for the gameboy color - the project was dead a year ago, but still worth mentioning. Features 6 DOF 3D polygons with custamisable 8x8 fill pattern Polygon Pre-sorting 16bit world space with 32bit internal rendering accuracy I get about ~8fps on a small world demo... here are some pics (copy & paste into address bar): http://gbcdev.tripod.com/Images/GBC_3D.bmp Runs about ~8fps on real hardware. I was planning to make a waverace 64 port but got bored :-P ____________ |
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June 7, 2011, 11:32 | |
Dennis
どこかにいる 2097 posts |
Haha 3D on a gameboy. You're too awesome.
____________ Kwakkel |
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Message Board > Screenshots and Trailers > Gameboy Color Project