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MegaDOOM (Sega Mega Drive/Genesis) - [Demo by James Howard] - HD Graphics & Stereo Sound 

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Demo técnica del juego DOOM programada en lenguaje C para Sega Mega Drive/Genesis, obra de James Howard. Capturado en emulador Kega Fusion, preferible usar configuración de imagen de tipo video compuesto/RF.
*Más info en:
/ 1733818692650054094
github.com/jhh...

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5 сен 2024

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Комментарии : 224   
@yousefslimani99
@yousefslimani99 8 месяцев назад
The music sounds better than the farting noises from 32x
@wyldelf2685
@wyldelf2685 8 месяцев назад
Amen I completely agree 👍, 32X was a dud , my SNES Doom was more impressive to me than the disappointing 32X , I sold away my 32X shortly after purchasing Doom 32X 😂🎉 Virtua Fighter was only good title on 32X , , felt scammed by SEGA ,so glad I got rid of it , , ,
@Lou-yf1jo
@Lou-yf1jo 7 месяцев назад
no. 32x is good@@wyldelf2685
@mikeg2491
@mikeg2491 7 месяцев назад
⁠@@wyldelf2685Star Wars Arcade was a fun title, Doom gave me immense joy because my family was too poor to have a computer. I got a lot of enjoyment out of it.
@wyldelf2685
@wyldelf2685 7 месяцев назад
@@mikeg2491 yes we never had home computer growing up either , , you need to enjoy a few hours playing SNES DOOM , , ,then a few hours Playing Panasonic 3DO Doom , , and finally Sony PlayStation Doom/final Doom , , ,these have same level structure and enemies , ,it will give you proper overall perspective on Doom , ,😸👍👍
@FunkMastaMegaFlex
@FunkMastaMegaFlex 7 месяцев назад
​@@wyldelf2685the SNES version was pretty impressive. Not only did it have nice graphics for the hardware the music and sound was great. The 32x version was kinda junky.
@meatballmeatwad5730
@meatballmeatwad5730 8 месяцев назад
Very impressive. It would be cool to see this be done with the help of the SVP chip and more megabits of memory.
@danmakuman
@danmakuman 8 месяцев назад
I think the challenge and the fun it's to make it run without any additional hardware. The programmer said it was a lot of room to improve it so yeah.
@ostiariusalpha
@ostiariusalpha 8 месяцев назад
​@@danmakumanAn entirely understandable point of view. Nonetheless, the SVP chip is legitimate Genesis hardware, and a programming challenge in and of itself. Squeezing performance efficiency out of the SVP is an as yet unpicked fruit for retro coders.
@Haywood-Jablomie
@Haywood-Jablomie 8 месяцев назад
Wasn't there originally supposed to be SVP Virtua Fighter, Virtua Cop and Daytona ?
@LukoCiphre
@LukoCiphre 7 месяцев назад
or the x32 slot on it too
@tabsntoot
@tabsntoot 7 месяцев назад
problem is the price and availability of the mega pro everdrive im still waiting for a chinese clone though i have shelled out on one 210 quid
@Gunh3d1
@Gunh3d1 8 месяцев назад
Its incredible what skilled programmers can do with the Genesis nowadays!!😳🤯
@pam8352
@pam8352 8 месяцев назад
skilled programmers on megadrive write code in asm because it is faster than c
@AFourEyedGeek
@AFourEyedGeek 8 месяцев назад
@@pam8352 No skilled modern Formula 1 drivers because Formula 1 cars are better than older ones? Laborers aren't skilled if they use power tools instead of manual labour? No skilled gamers on modern consoles because they have better controllers than past ones? Using better tools like SGDK doesn't make you less skilled, it allows you to do more with the skills you have. Don't be ignorant.
@MacUser2-il2cx
@MacUser2-il2cx 8 месяцев назад
Adding to the list of consoles that can play DOOM.
@purplehaze2342
@purplehaze2342 7 месяцев назад
Lol
@DigiSpaceProductions
@DigiSpaceProductions 7 месяцев назад
​@@pam8352 depends.
@TheThorns
@TheThorns 6 месяцев назад
nicely done. Reminds me of the tectoy duke nukem 3D release
@bigalejoshileno
@bigalejoshileno Месяц назад
shares techniques
@mikec3260
@mikec3260 8 месяцев назад
Too damn cool and thank you for sharing! Amazing what the Genesis can do!
@worsethanhitlerpt.2539
@worsethanhitlerpt.2539 4 месяца назад
You can read a novel in between each frame too! Multi-tasking is great
@MrCliffda3rd
@MrCliffda3rd 9 дней назад
The 32X version is how I started loving DOOM. When I beat it, I knew something was off like a rushed ending. Realizing that, I played the PC version and haven't looked back. I hear great things about the new Ressurection update, as close to the PC as it gets!
@fahrenheit1391
@fahrenheit1391 8 месяцев назад
his wolfenstein port for arduboy is incredible
@victorlgcarvalho
@victorlgcarvalho 7 месяцев назад
There was a Duke Nukem 3D port for the Genesis/Mega Drive in Brazil, sold by the Brazilian representatives of Sega... And it ran fairly good, WITHOUT aditional hardware.
@tabsntoot
@tabsntoot 7 месяцев назад
it’s very impressive I have the cartridge, I’d like a basic map editor for it like zero tolerance has its shame such a good engine they made can’t be put to use for new ideas
@VoyVivika
@VoyVivika 7 месяцев назад
Less a port, more like castle wolfenstein style shooter with a duke 3d skin, it could only do walls on a grid, it wasn't anywhere near as advanced as the doom engine.
@MasterNinjaKF
@MasterNinjaKF 9 месяцев назад
Amazing! Its remember Duke Nuken 3D
@3DSage
@3DSage 8 месяцев назад
this is so cool to see! :)
@Mechaghostman2
@Mechaghostman2 8 месяцев назад
Never thought I'd see a version worse than the SNES one, but here we are. Still, very impressive to run on base hardware with no additional chips in the cartridge.
@dmitryyershoff7938
@dmitryyershoff7938 7 месяцев назад
Sega 32X version is worse then SNES one
@Mechaghostman2
@Mechaghostman2 7 месяцев назад
@@dmitryyershoff7938 Yes and no. It had worse music, but better frame rate, graphics, enemy AI, and the ability to circle strafe.
@inceptional
@inceptional 6 месяцев назад
@@Mechaghostman2 It also had missing enemies, additional missing geometry in the levels, does not have diminishing lighting that fades closer to darkness into the distance, the guns don't light up the environments when they fire, and a couple of other things as I recall.
@greensun1334
@greensun1334 5 месяцев назад
​@@inceptionaland a good amount of missing levels
@Matzu-Music
@Matzu-Music 4 месяца назад
@@greensun1334 Because it was built from the Jaguar Version, which was also a cartridge based Console.
@kinorai
@kinorai 8 месяцев назад
I'll take this with this framerate any time! And I don't know if the music is from Genesis hardware, but it's amazing! I hope the crazy SOB that did this demo will do the entire game! 🤩
@johneygd
@johneygd 5 месяцев назад
WoooW if this tech demo runs on a stock hardware, that will even put the snes with super fx2 chip into shame,why i don’t see such amezing tech demos on the snes??? Just look what coders could squeeze out of the genesis,it’s time to see the snes get such treatment as well.just imagine this tech demo running on a stock snes, that would be really mind blowing.
@BFFoundation-ke2pi
@BFFoundation-ke2pi 4 месяца назад
Put simply it’s far more complex to code snes games like this unless your some programmer like John carmack it’s the custom hardware and software it uses as usual Nintendo being dogmatic and exclusive
@BFFoundation-ke2pi
@BFFoundation-ke2pi 4 месяца назад
Also you can run full dos pc doom through a megadrive using that special everdrive pro cartridge which does the work but that option is still very clever the fx chip can’t do that obviously so I guess the sega won out for thinking ahead and being more versatile
@MaxAbramson3
@MaxAbramson3 27 дней назад
​@@BFFoundation-ke2pi The 68000 is more powerful than the 65C816 and can be overlooked to 10.7MHz. The DMA "blast processing" is also about 2x the bandwidth.
@tabsntoot
@tabsntoot 8 месяцев назад
Runs on my megadrive love to see this improve
@bitwize
@bitwize 6 месяцев назад
Really impressive. They might be able to get more fps if they write it (or at least the hot parts of the loop) in assembly language. Set that 68000 heart on fire!
@bigalejoshileno
@bigalejoshileno Месяц назад
as it was with wolf3d. That port is just perfect.
@hangemhighhilton
@hangemhighhilton 8 месяцев назад
Uhhhh.... I think I can safely say... HOLY FUCKING SHIT, M8! :'0
@kinorai
@kinorai 8 месяцев назад
I share your sentiments!
@KRAFTWERK2K6
@KRAFTWERK2K6 8 месяцев назад
Pretty sure with a smaller and wider screen window there could have been a framerate as good as Zero Tolerance :) The basic CPU of the Mega Drive was quite beefy and 3D was really nice on it.
@MaxAbramson3
@MaxAbramson3 27 дней назад
@KRAFTWERK2K6 The bandwidth here isn't really the shortcoming. What kills us on the frame rate on this project? It's how difficult it is to calculate the start and end points for the lines. I've gone over this code.A dozen times, and there are a few performers hack left to be performed on this engine.
@basicallysnake
@basicallysnake 7 месяцев назад
Next there should be a CD version with the option to switch between the original SC-55 music or the forever badass 3DO music
@rustymixer2886
@rustymixer2886 6 месяцев назад
There are roms called md+ that use cd music no need for sega cd no more
@rustymixer2886
@rustymixer2886 6 месяцев назад
Don't need sega cd there are md+ cd roms
@MaxAbramson3
@MaxAbramson3 3 месяца назад
The 12.5MHz CPU on the Sega CD could really make this project work. The Sega CD could also handle all of the sound, music, and scaling of monsters and rockets.
@brucetungsten5714
@brucetungsten5714 6 месяцев назад
Big props! Mega32XDoom would be even cooler.
@mankrip-
@mankrip- 5 месяцев назад
Look for the Doom 32X Resurrection port.
@octaviovargas2685
@octaviovargas2685 6 месяцев назад
Ya estamos en la época donde pueden usar los everdrive y aprovechar la torre del poder: Sega CD32X.
@MaxAbramson3
@MaxAbramson3 27 дней назад
DOOM Resurrection uses the 32X, but progress is stalled. I believe that the Sega CD can be used to handle all of the audio.
@magrildz
@magrildz 6 месяцев назад
Things we learn watching stuff like that: -A little bit more time, investment and effort and we could've had less shitty games and ports in videogame history.
@Matzu-Music
@Matzu-Music 4 месяца назад
And no deadlines whatsoever
@MaxAbramson3
@MaxAbramson3 27 дней назад
​@Matzu-Music Those guys were able to work full time on their projects and had backing by their own company, and uh SEGA. We're really on our own.
@edonslow1456
@edonslow1456 8 месяцев назад
Some areas of Saturn Doom run about as well as this.
@FrancoisBouton
@FrancoisBouton 8 месяцев назад
Beautyful
@bigalejoshileno
@bigalejoshileno Месяц назад
the dither shading is the right technique. Perhaps a couple of fps's can be rescued if the z80 is used for everything that is not graphics.
@MaxAbramson3
@MaxAbramson3 27 дней назад
True, but we need Z80 programmers to get that 5-600,000 IPS out of that CPU, and few people know how to optimize code for it, aside from a few peephole optimizations. And I only remember a handful. Better would be to use LUTs for the hard number crunching and get some 68000 experts to go over the four critical functions.
@usagijojo
@usagijojo 8 месяцев назад
Really cool tech demo, but at this framerate it wouldn't be fun to play. Still, just for the sake of "Can it run Doom?" discussions I'd love to see it completed to playable form.
@ArthurZLN
@ArthurZLN 7 месяцев назад
Some official ports (such as Super Nintendo and 3DO) were even worse, but people played them.
@Metal-Josh
@Metal-Josh 8 месяцев назад
Better frame rate than Hard Drivin
@turbinegraphics16
@turbinegraphics16 8 месяцев назад
good to see programmers push the limits
@mwk1
@mwk1 8 месяцев назад
Sorry, don't get me wrong, but I wouldn't expect much of it when you drop in all needed sprites and physics.
@protocetid
@protocetid 7 месяцев назад
From the author: "In the BSP renderer I rewrote several 32-bit operations as 16-bit ones to better suit the 68000 CPU but it is all in C and a bit slow. I reckon a 68k ASM wizard could have made a DOOM port for the Megadrive / Genesis back in the day just like the SNES port from randallinden."
@what9418
@what9418 4 месяца назад
True, but physics can be scaled down and amount of enemies can be reduced. Also, you can use a large rom cart to store precalculations of all of the math. Back in the days that would have been too expensive. He is not doing that yet.
@MaxAbramson3
@MaxAbramson3 27 дней назад
You guys can all jump aboard the get hub project and take a look at how things are done. You can even just leave a comment or read some of the ideas that we've written.
@ramonmarcondes3915
@ramonmarcondes3915 5 месяцев назад
Maybe a turn-based Doom RPG would fit better in this case, even to compensate for the low fps.. But anyway, it's wonderful to see the Genesis / MegaDrive run Doom without any auxiliary chip.
@MaxAbramson3
@MaxAbramson3 27 дней назад
Not the same experience. A bit more tweaks could get us up to 6-10fps, and we've discussed using the VDP more to get even higher frame rates.
@zodiacthundaga7264
@zodiacthundaga7264 7 месяцев назад
Somehwo, you maed it sound better than the 32x version.
@ByungSuk
@ByungSuk 8 месяцев назад
Not bad for a 7.6 MHz processor. If that's actually Sega Genesis music, that's impressive too. 7.6mhz to the Super FX 21 MHz and still able to do that is amazing.
@dan_loup
@dan_loup 8 месяцев назад
The gap is even wider, as the superFX just do more per clock cycle, specially when talking about multiplication operations and drawing pixels on the right format. The superFX is equivalent to a 68000 running at 30Mhz or something.
@ByungSuk
@ByungSuk 7 месяцев назад
@@dan_loup nah it can only run at the designed clock speed. but it does specialize at different tasks. Idk how old you are but it's the Pentium II could play DVD discs but no amount of horse power could early pC brute force that ability.
@freehacksxd
@freehacksxd 8 месяцев назад
how can i help you on that demo?im graph designer dude xD
@pabloignacioscaletta
@pabloignacioscaletta 5 месяцев назад
I hope the development goes on until the game is finished.
@buburg1
@buburg1 7 месяцев назад
Será que esse trabalho terá um final feliz?
@MaxAbramson3
@MaxAbramson3 27 дней назад
Portugues? Italiano? Esperamos que si.
@santitabnavascues8673
@santitabnavascues8673 4 месяца назад
One thing is running doom, other is running it fluidly... enough...
@MaxAbramson3
@MaxAbramson3 27 дней назад
With some programmers who know how to use the DMA, VDP features, and code for 68000, I'm pretty sure that we could beat 10fps.
@what9418
@what9418 27 дней назад
True. I'm nor sure DMA is the best option for this though. Since the textures must be scaled, I would lookup the texel and directly wtite it to the VDP. This is much faster because otherwise you would have to write to memory and then burst it, which occupies the databus and keeps the CPU from running at its maximum (it doesn't have any L1/L2 cache to work from). But that's just my hunch, I never tried anything like this. Doing transparency would be impossiblethough, but a workaround is to use both graphics layers. If I was in my twenties having plenty of time I would give it a try. But fact is I couldn't even finish my Doom 3 port for Wii I started 12 years ago. Tried to pick it up last year but time is too scarce.
@MaxAbramson3
@MaxAbramson3 27 дней назад
DMA can draw vertical strips, and you don't have to increment by one. There's a register where you can choose a different value, and you can change that value at runtime while you're drawing the line.
@what9418
@what9418 27 дней назад
​​​@@MaxAbramson3ah I lost my message but it went to the root. Yes the issue with DMA is that it copies from memory. Which means the CPU has to write the strips to memory first. I just propose to write it directly to the VDP instead. Of course VDP has slow 8 bit access and the VDP is bandwidth limited, but since the texture coordinate must be calculated and a texel fetched I don't think the 68000 will write too fast. DMA solution is interesting when you write to a framebuffer first if you have to deal with transparencies or horizontal fills. But that's not needed for a simple Doom like engine.
@MaxAbramson3
@MaxAbramson3 27 дней назад
@@what9418 20KB frame buffer in VRAM can be written to using both the CPU and DMA. DMA bandwidth is about 4-5x that of the 68000 MOVEM.w and MOVEM.l, but has some limitations. The existing engine writes to RAM, then moves the final result to VRAM, but I believe that we can get a 50-70% speedup just going straight to VRAM. And perhaps another 2-3x speedup. Shadow-Highlight Mode could be used to draw lighting and shadows very quickly by the VDP.
@what9418
@what9418 25 дней назад
@@MaxAbramson3 yeah the highlighting would definitely enable a cheap, lowres lighting solution. It would be a great project to work on.
@MaxAbramson3
@MaxAbramson3 25 дней назад
@what9418 S/H Mode is down to the pixel. It could be artifacty, but getting anywhere near 20fps on the old Genny with no extra Sega CD hardware would be a herculean task. 10-12fps is more realistic.
@randybutternubs4647
@randybutternubs4647 5 месяцев назад
I'm curious how small one can condense and compress all episodes of Doom. Specifically to fit onto a genesis cartridge. If I were ever in charge of such a project, I'd be inclined to release the full thing anonymously somewhere. Considering it's homebrew, you'd likely be able to take down the original link by the time other rom sites are hosting it.
@MaxAbramson3
@MaxAbramson3 4 месяца назад
4MB, IIRC. Genesis carts cam theoretically be up to 15MB.
@ecernosoft3096
@ecernosoft3096 8 месяцев назад
Now imagine with the SEGA CD. Has another 12.5 mhz 68000. (For reference the Genesis has a 7.68 mhz 68000) Sprite scaling and rotation thanks to a special chip. 768K of RAM- 256K for WRAM. CD (duh) 8 PCM voices. And then CD32X has the 32X too.
@ostiariusalpha
@ostiariusalpha 8 месяцев назад
Don't forget the SVP chip, as it is a lot simpler to implement than the Sega CD's hardware, which has a considerable amount of data bottlenecks to deal with (one of the reasons that the Sonic CD special stages have such a low framerate). The CD32X is arguably in an even worse situation.
@slashrose3287
@slashrose3287 8 месяцев назад
SegaCD cpu is already used in some form in latest 32x Doom Resurrection version. Also, since this demo is written in C, i believe a proper ASM optimized version would run twice as fast with stock M68000, of course an SVP version would lead at least 20-30 fps, maybe more. Point is, almost all Sega consoles still have untapped potential to be discovered.
@KRAFTWERK2K6
@KRAFTWERK2K6 8 месяцев назад
this would have definitely been a system Seller for the Mega CD. Especially since it used only the CPUs, which John Carmack always insisted on.
@ecernosoft3096
@ecernosoft3096 8 месяцев назад
@@KRAFTWERK2K6 yeah. Plus there’s a 128K mode in the genesis allowing up to 14.8 kilobytes a frame at 60hz or a whopping 34K at 50hz (one of 50hz’s biggest advantages)
@ecernosoft3096
@ecernosoft3096 8 месяцев назад
@@slashrose3287 oh yeah. Sure Genesis works well with C but when making stuff like this ASM is the way to go Edit: I actually do know 68000. I’ve been doing some tests on Amiga (see my channel) but I could get my environment set up for Genesis too.
@user-eh4il7og9q
@user-eh4il7og9q 6 месяцев назад
Wow, very not bad!
@what9418
@what9418 4 месяца назад
I think you can achieve a few shortcuts by storing more lookup tables in ROM. You could easily use 16Mb worth of tables, saves a lot of divides. Anyways well done so far!
@MaxAbramson3
@MaxAbramson3 3 месяца назад
DIVU takes 158 cycles on the 68000. DIVS takes 170 cycles. Trigonometric operations can take longer. IIRC, finding points for polygons takes 2301 cycles, limiting the 68000 to 3300 vertices per second or just 1100 triangles per second (or 700 quads). However, we could use LUTs to get several times that, then use the DMA to draw the actual lines forming those, for 10,000+ flat shaded polygons per second. Using 8x8 sprites as textures, we could simply calculate the location and priority of each sprite and draw those 3D objects front to back (Reverse Painters) and still get fairly impressive 3D--almost PS1 quality. Strictly for drawing mostly vertical (and a few horizontal) lines for DOOM, Starfox DMA has shown that we can get 15-20fps on the bone stock Genesis.
@what9418
@what9418 27 дней назад
Why 8x8 sprites? Div is pretty fast indeed. I'd suggest simple luts for things as 1/Z, inverse tangent, and x/y and scale inputs to fit those luts. Then you can find projection points and scales almost instantly.
@MaxAbramson3
@MaxAbramson3 27 дней назад
@what9418 We definitely went down that rabbit hole. LUTs would probably be 8x8 with one by return, or 64KB. Other LUTs (trigonemtric lookups) would have to be 16-bit with 16-bit result. There doesn't seem to be a big enough speedup on multiplies to justify large LUTs. Even 10x10->8 bit result would consume 1MB out of a maximum of 15MB available. Would definitely appreciate help with the project on GitHub.
@MaxAbramson3
@MaxAbramson3 27 дней назад
@what9418 BTW, DOOM draws vertical lines of texture data from RAM/ROM. Genesis has enough bandwidth to draw about 320x160 at 30fps using the DMA. However, the CPU is rated for 1.3 MIP for everything (offloading some work to the Z80), and calculating the start and stop points is too much work, so LUTs and blank floors/ceilings and other economizations are necessary to get anything near 10fps. I'm reading a book on DOOM engine right now.
@JS_2099
@JS_2099 7 месяцев назад
THis is amazing. ANy word on the expansion packs getting ported over too?
@MaxAbramson3
@MaxAbramson3 27 дней назад
Expansion pack?
@sloppynyuszi
@sloppynyuszi 8 месяцев назад
It’s pretty good, but should have stuck to the Jaguar level maps. If they did that for the SNES, it would have been a better game. I’m always impressed with what people do today with such old technology though.
@FunkMastaMegaFlex
@FunkMastaMegaFlex 7 месяцев назад
It looks and sounds like Doom for NES.
@whopoder
@whopoder 7 месяцев назад
Está indo bem!
@MaxAbramson3
@MaxAbramson3 27 дней назад
Muchas gracias.
@MaxAbramson3
@MaxAbramson3 27 дней назад
Bem? Portugues?
@whopoder
@whopoder 27 дней назад
@@MaxAbramson3 Brasileiro
@MaxAbramson3
@MaxAbramson3 27 дней назад
@@whopoder Eu no fala. Siento.
@hectarius7261
@hectarius7261 7 месяцев назад
Still more playable than the saturn version
@MaxAbramson3
@MaxAbramson3 7 месяцев назад
I've taken a look at the C code and see a few optimizations is that are available. We could also inline some 68k Assembly.
@MaxAbramson3
@MaxAbramson3 3 месяца назад
Update: There are basically two approaches being looked at on this project, if we've got other Genesis programmers out there: i. Further 68k a C code optimizations for folks out there who know what they're doing or have some knowledge of the Amiga, Atari ST, or other 68k DOOM projects. Possible 50-100% speedup doing these peephole optimizations. ii. Switching to 128KB mode and using the powerful DMA to draw the vertical lines directly to the frame buffer in VRAM. At 320x160 (with 32 lines reserved for the HUD), that would take up 20KB in the VRAM, leaving 20KB for storing textures, then using the very fast 16-bit VRAM Copy function to draw these vertical lines at 60fps. While that latter approach would lead to some really severe cutbacks in the final product, I believe that this high frame rate and large image space will more than make up for the artifacts and missing graphical effects. This approach would also allow us to free up a lot of 68k processing time to handle the complex mathematical calculations (especially trigonometric operations) that are preventing us right now from going really fast.
@ssg-eggunner
@ssg-eggunner 4 месяца назад
The music is better than the official 32x version but doesn't do much justice with those weak drums
@sonic_the_hedgehog_channel
@sonic_the_hedgehog_channel 4 месяца назад
Does it support level wads???
@tabsntoot
@tabsntoot Месяц назад
MegaDoom does for the everdrive pro BUT it involves editing the doom wad IE removing and replacing maps and sprites etc.
@ianswift3521
@ianswift3521 7 месяцев назад
i would be so pissed if this was released and i didnt even have a genesis. or a super nintendo.
@fungo6631
@fungo6631 4 месяца назад
Great, now run it on something that isn't Kega Fusion, like Blastem.
@zippofcy
@zippofcy 4 месяца назад
I wonder how much faster this would be if it was used the 3D chip from the Virtua Racing cart. That game is crap anyway, so it would be nice to replace the eeprom in it with this one.
@MaxAbramson3
@MaxAbramson3 27 дней назад
23MIPS, IIRC, but only and extra 128KB of RAM.
@nangld
@nangld 8 месяцев назад
Can't you just reuse Dread for Amiga? It looks better and runs much faster.
@MaxAbramson3
@MaxAbramson3 27 дней назад
Could doom wads he run on top of that engine?
@purplehaze2342
@purplehaze2342 7 месяцев назад
Lol, I saw a c64 demo which ran smoother
@MaxAbramson3
@MaxAbramson3 7 месяцев назад
Do you have the link to the code?
@hossalvarado3838
@hossalvarado3838 6 месяцев назад
Perhaps if u combine it with the Sega SVP chip that ran virtual racing. You may have a faster version of your game one that can out perform the Super FX2 chip Doom snes version.
@MaxAbramson3
@MaxAbramson3 27 дней назад
Yeah, but the cool thing is getting to push the genesis to its absolute hardware limits. There's something really cool about playing that system, imagining what it's really capable of.
@maroon9273
@maroon9273 7 месяцев назад
Out of curiosity, would use the svp chip?
@MaxAbramson3
@MaxAbramson3 27 дней назад
That would be a huge project in and of itself. But it sure would look cool if we could do it.
@plasmaastronaut
@plasmaastronaut 5 месяцев назад
now do it on the master system. kek. As impressive as this is, its not possible to get doom playable on a 16bit 68000cpu with 1980s custom chips. The recent efforts by the amiga fanatics to get Dread-Grind working have resulted in an impressive Wolfenstein flat map 3D engine, but that's nothing new, it was done back in the 1990s on the MegaDrive-Genesis with DukeNukem.
@MaxAbramson3
@MaxAbramson3 27 дней назад
The Genesis has some specialized hardware and 15MB of fast cart ROM that could allow it to beat the Amiga.
@MaxAbramson3
@MaxAbramson3 27 дней назад
There was actually a discussion on a forum. Somewhere about how you might go about making doom on the master system. There might even be a demo.
@javiercruz8565
@javiercruz8565 6 месяцев назад
Todavía le falta..
@MaxAbramson3
@MaxAbramson3 27 дней назад
Qual es?
@miesvaillanykyisyytta3252
@miesvaillanykyisyytta3252 8 месяцев назад
Doom Guy just arrived to the lavatory after holding in it for so long. Too bad there is no toilet bowl...just dull walls covered in excrement.
@tabsntoot
@tabsntoot 7 месяцев назад
lol it’s quite authentic looking I think
@SuperXzm
@SuperXzm Месяц назад
Genesis does... its best... p-please...
@MaxAbramson3
@MaxAbramson3 27 дней назад
With some more System 16 hackers, we might be able to get up to the 10-15fps range. However, doing most of the work with the DMA, VDP, and LUTs might get us a small screen at 20-30fps.
@CEEPMDEE
@CEEPMDEE 8 месяцев назад
5 frames per second. Genesis is too weak.
@yousefslimani99
@yousefslimani99 8 месяцев назад
But it’s still have that blast processing goodness
@protocetid
@protocetid 8 месяцев назад
for a 16-bit console it’s incredible
@SonySupporter
@SonySupporter 7 месяцев назад
@@protocetid It is not. No enemies, no hit detection, no doors. When you add those the frame rate will be what...1 frame per hour.
@protocetid
@protocetid 7 месяцев назад
@@SonySupporter This console cost 150 USD with 1 pack in game in 91, it's the closest price I could find to the launch of Doom. It’s likely the price went down. Doom required a 486 right? "A 486 PC cost users somewhere north of £2,000 (roughly £4,500 today)."
@tabsntoot
@tabsntoot 7 месяцев назад
mega everdrive pro runs full pc doom through the mega drive but that’s a cyclone IV fpga. It also has SVP inbuilt
@RandArtz
@RandArtz 8 месяцев назад
Much better than the 32x port
@geminielectro
@geminielectro 8 месяцев назад
Impressive but slooooow....
@Subninja2012
@Subninja2012 7 месяцев назад
Svp chip
@user-wq5bq2np4o
@user-wq5bq2np4o 4 месяца назад
Credo
@yousefslimani99
@yousefslimani99 8 месяцев назад
I see why genesis couldn’t handle it!
@fragilefilter
@fragilefilter 8 месяцев назад
It’s running on base hardware, that in itself is incredible. Heck even the SNES version had to have the Super FX chip to even run it at an insanely low resolution.
@MaxAbramson3
@MaxAbramson3 27 дней назад
We think that about 10fps is possible with this engine.
@patrick-tg4sq
@patrick-tg4sq 7 месяцев назад
Looks terrible
@MaxAbramson3
@MaxAbramson3 27 дней назад
CPU was made in 1979. DOOM is meant for $2,000 PC from 1994 with 4-8MB of RAM. Genesis has 64KB of RAM.
@user-qu6ty4sw9d
@user-qu6ty4sw9d 7 месяцев назад
Interested, it's in full 3-D or 2.5-D engine?
@Ehal256
@Ehal256 7 месяцев назад
It's a direct port of the doom engine, so it depends on what you think Doom is. I personally call it 3D with restrictions :)
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