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Remaking Mega Man for the Commander X16 | Optimization Hell | Devlog #2
Here's the link to the game demo:
cx16forum.com/forum/viewtopic.php?p=29333#p29333
Crisps:
www.youtube.com/@CrispsCrispulent
Here's the link to my github: github.com/randomcardboardbox/Megamanx16
Video made in Motion Canvas: #motioncanvas
The actual progress in this video only took like a bit under 2 weeks, but editing the video took a bunch of time. Imma hv to find a way to make videos faster in the future.
#X16
#Commanderx16
#megaman
#pixelart
#fangame
#remake
#devlog
#gamedev
มุมมอง: 8 979

วีดีโอ

Remaking Mega Man for the Commander X16 | Devlog #1
มุมมอง 22Kปีที่แล้ว
Here's the link to my github: github.com/randomcardboardbox/Megamanx16 Video made in Motion Canvas: #motioncanvas Let me know in comments if I got anything wrong or if there's anything you think I can improve in the video or the project. Hopefully this project doesn't end up like 90% of fangames, unfinished and abandoned, but we'll have to see. #X16 #Commanderx16 #megaman #pixelart #fangame #re...

ความคิดเห็น

  • @РусланИщук-щ8в
    @РусланИщук-щ8в 3 หลายเดือนก่อน

    I Call This Game's Name is "Mega Man Wily Wars X16"

  • @battlemode
    @battlemode 6 หลายเดือนก่อน

    This is a fantastic video, really helpful and informative. Excellent video editing and graphics here too, nice work!

  • @stereoschmerzen172
    @stereoschmerzen172 7 หลายเดือนก่อน

    The damage animation looks if megaman grows suddenly and then shrinks again, I don't know if it's seems that way to someone else. Either way, great proyect. Keep it up.

  • @RollingCutter
    @RollingCutter 7 หลายเดือนก่อน

    It's really been 8 months? Please keep working on this project!

    • @randomcardboardbox2396
      @randomcardboardbox2396 7 หลายเดือนก่อน

      Please don’t remind me :<, it’s tough having progress and not having the time to make a video showing it off.

  • @atirutwattanamongkol8806
    @atirutwattanamongkol8806 7 หลายเดือนก่อน

    If you're having trouble optimizing, might I interest you in LLVM-MOS? It supports the CX16 and generate way faster codes than CC65. I used it for everything 6502 until I moved on to Z80.

  • @hamesparde9888
    @hamesparde9888 7 หลายเดือนก่อน

    Nice. 😊

  • @ArneChristianRosenfeldt
    @ArneChristianRosenfeldt 7 หลายเดือนก่อน

    I just checked the FPGA and it has DSP cores with MAC. Do we see any of this? Is it used to simulate the analog part of SID?

  • @zerobyte802
    @zerobyte802 8 หลายเดือนก่อน

    Seeing this is exactly why I was such a YM2151 evangelist earlier in the X16 history. I knew the X16 could do 16bit quality games and wanted 16bit era sounds to match. I’m curious what the ZEROPAGE conflict might have been with Zsound. I suspect your ZP declarations were done with equates / defines and not .res ?

  • @desertfish74
    @desertfish74 8 หลายเดือนก่อน

    This looks gorgeous. Interested in any follow ups you might post.

  • @groovingood
    @groovingood 9 หลายเดือนก่อน

    Really nice vid, dude

  • @pixelgamesSARLS
    @pixelgamesSARLS 9 หลายเดือนก่อน

    Very interesting and inspiring approach to creating an object system in c!

  • @KettleClogScratch
    @KettleClogScratch 10 หลายเดือนก่อน

    this porject is REALLY REALLY cool. Please keep working on this!!!

  • @KettleClogScratch
    @KettleClogScratch 10 หลายเดือนก่อน

    so cool

  • @isaactanner6403
    @isaactanner6403 10 หลายเดือนก่อน

    Why don't you try to scroll the screen up and down when jump and use the “best screen fit” as resolution ? I parallax is an option to move scenario, of course… Anyway, great job !!

  • @BubblegumCrash332
    @BubblegumCrash332 11 หลายเดือนก่อน

    Great pixel art 🎨🎨

  • @mminumm
    @mminumm ปีที่แล้ว

    This one almost look like my dream come true as a megaman fan who started playing in MM7! I'm more than happy enough to just watch these devlogs. thx for bringing this to the existence 🫡

  • @fangoriauk
    @fangoriauk ปีที่แล้ว

    Love this video! also the line "I want the game to look like beautiful like stunning like Metal Slug & Marvel vs Capcom had a baby" was just comedy gold ;) brilliant!

  • @SgtBearPatrol
    @SgtBearPatrol ปีที่แล้ว

    This is really great! I have pre-ordered a commander X 16 for the next batch, so this is very useful. I know other people have mentioned the music loudness, but I actually have a hard time focusing on anything when music is in the background. You’re giving some really interesting information that is going to be very helpful for me. Would you consider just using the music for demos, intros, and outro? Keep up the good work!

  • @gepu55
    @gepu55 ปีที่แล้ว

    Absolutely amazing video, super well explained ❤

  • @ihortanchyn9134
    @ihortanchyn9134 ปีที่แล้ว

    Awesome video! Looking forward for a new one!

  • @potato2771
    @potato2771 ปีที่แล้ว

    you are trini?

  • @xenotiic8356
    @xenotiic8356 ปีที่แล้ว

    Subscribing to see part 3, this already looks so cool!

  • @danieldougan269
    @danieldougan269 ปีที่แล้ว

    Have you heard from Capcom about this? I would expect a nasty letter.

  • @geange582
    @geange582 ปีที่แล้ว

    I'm super excited for Com(ega)mander X16!

  • @WyrdieBeardie
    @WyrdieBeardie ปีที่แล้ว

    I love the updated movement! There's lots of tricks used by NES games for doing this efficiently. You've made amazing progress, it's truly impressive. One other thought, if you haven't done it already. How you organize your memory usage can also give you some speedups. If data structures are in an array, you can have jump tables. Ir you can update even game objects on even frames, and odd game objects on odd frames. You can also mix code and data for your game objects to reduce the heavy cost of certain JMP instructions and replace them with JMP absolute ones. The explanation is kinda wordy, so let me know if you want to know more about this sort of thing. There's a few approaches...(possibly) Oh, and don't forget about how zero page can speed things up. 😃

  • @ShawnBrezny
    @ShawnBrezny ปีที่แล้ว

    The story continues... love it!

  • @ShawnBrezny
    @ShawnBrezny ปีที่แล้ว

    Enjoyed the story and technical presentation, well done!

  • @paulunga
    @paulunga ปีที่แล้ว

    This continues being an insanely well-made devlog! Really enjoy seeing your progress. Some feedback: - The music was a bit loud at times, maybe duck it some more while your explaining stuff? (Crisps' music sounds great though) - While I appreciate all the fancy animations you added in this video, you could definitely cut back on those and save yourself some time. I'm sure you'll figure it out. Only two videos in and you're already doing some great stuff!

  • @acpure349
    @acpure349 ปีที่แล้ว

    Bro are you Trinidadian or Grenadian by any chance?

  • @whtiequillBj
    @whtiequillBj ปีที่แล้ว

    Do you think you'll re-create the sprites to be original characters so as not to get a cease and desist from Capcom?

  • @UnwittingSweater
    @UnwittingSweater ปีที่แล้ว

    This is great.

  • @dan_loup
    @dan_loup ปีที่แล้ว

    On the level size problem, you could use the same technique the NES games use to save on space. Instead of using a map of individual tiles, they have this bank of 4x4 tile blocks and assemble the level out of those. You save quite a lot of memory with it.

    • @randomcardboardbox2396
      @randomcardboardbox2396 ปีที่แล้ว

      I thought about doing that but unfortunately it wouldnt work. The memory problem i was having was vram memory. The data in vram needs to be uncompressed because thats where the graphics are actually rendered from. Thx for the suggestion still though :)

    • @dan_loup
      @dan_loup ปีที่แล้ว

      @@randomcardboardbox2396 I see. On the project i'm very slowly working on, the level data is fetched off the main ram, and just the current tilemap is on the VRAM because i can't finely define where to start etc.. so in my case is pretty beneficial as it don't burn into the main memory

  • @johndough8115
    @johndough8115 ปีที่แล้ว

    Artist here: While its not always seen in older games... a "Bokeh" Focus effect for the background, can create a much greater sense of 3d Depth, as well as to help keep the player from getting confused with foreground & background graphical details. The added benefit, is that slightly burred + less details in the backgrounds = More potential performance levels. (and maybe even the use of More parallax layers in total... which gives even more 3d Depth effect). For a test, take a snapshot of the game screen.. with those mountains in the background. Use a simple photoshop Blur filter, only on the Mountain area.. and see how it looks for yourself. Obviously, you can vary the amount of blur you choose to use. Often the amount, is depending on just how far away the object is, away from the foreground. The closer the object... the more details that you will see. Also... in Real life (and in good artwork)... Colors are also effected by Distances (typically due to moisture in the air, effecting visuals). Colors are very vibrant, when they are within +50 feet of you. However, if you stood on top of a large hilltop, and could see several miles into the distance... you would notice that things that are farther away, have far less Saturation in the colors. You will see a lot more gray tones added to the colors... as well as some potential Mist / Fog. As a painter, we end up using more muted colors, and mixing more white into the colors, to desaturate them + add some moisture based / fog like effects. The time of day / night... effects visibility, as well as lighting + shadow effects. On a very bright and sunny day, you get a very high Contrast ratio. While a very Cloudy day, has more even lighting.. that is less dynamic (less bright brights, and shadows that are not as dark). Sunset colors can add colors to effect reflections, and add colors to the distant mist. A dude I knew, created a fantastic Side Scrolling shooter... which probably had like +8 layers of Parallax scrolling layers. The issue, is that on a particular level, you were supposed to avoid these floating mines... And that the mines that were in the background layers, looked way too similar to the foreground layers mines... making it a real nightmare to try to figure out which mines had to be avoided. By adding some blurring and a lighter color shift to the layers behind the foreground... it would have Greatly helped to tell the layers apart. Actually, a pretty good example to look at is: The Adventures of Lomax. Take a gander of some screenshots of that game, and you will notice the color differences between the foreground and background layers. The original Rayman (1), also used some mild Bokeh fuzziness on the background layer.. lighter colors, and less details (though, not quite as much as seen in Lomax).

    • @randomcardboardbox2396
      @randomcardboardbox2396 ปีที่แล้ว

      Ive added aerial perspective to the backgrounds since this video, level art is actually the focus of the next update. But i had nvr thought of using bokeh blur for the backgrounds, but that sounds like a really good idea. I'll most likely add it to the next vid. As an artist, thx for the suggestion.

  • @CordellLawrence
    @CordellLawrence ปีที่แล้ว

    Awesome work man. Great explanations as well. Love hearing the Trini accent on technical vids. Keep up the great work! Looking out for updates.

  • @AdamBouzaneOfficial
    @AdamBouzaneOfficial ปีที่แล้ว

    please keep talking through videos!

    • @randomcardboardbox2396
      @randomcardboardbox2396 ปีที่แล้ว

      yeah, ill prbly continue, although next video in particular isnt going to be as technical.

  • @cientifiqus
    @cientifiqus ปีที่แล้ว

    do you have only two videos on your channel?

    • @randomcardboardbox2396
      @randomcardboardbox2396 ปีที่แล้ว

      Yeah, I just started in two months ago, but I hv a new vid in the works right now.

  • @Jackpkmn
    @Jackpkmn ปีที่แล้ว

    You weren't trying to interpret the source code btw, you were attempting to interpret the decompiled asm bytecode. Which is like trying to interpret code on Ultraviolence difficulty.

    • @randomcardboardbox2396
      @randomcardboardbox2396 ปีที่แล้ว

      Yeah I know I just didn’t want to distinguish between the two in the video. That decompilation was the only thing I could find for megaman 1 at the time, so I was using for those videos. But I have found more usable reverse engineered source code since then.

  • @dave_jones
    @dave_jones ปีที่แล้ว

    Super sick, the sprites look insanely good. Can’t wait to see the next update!!

  • @billmore6486
    @billmore6486 ปีที่แล้ว

    Another great video! But at around 6:19 the music is too loud and kinda hard to hear your voice. Love watching the progress.

  • @billmore6486
    @billmore6486 ปีที่แล้ว

    You're absolutely nuts to be doing this! Great project, great art. Love the presentation of video too.

  • @spikmin
    @spikmin ปีที่แล้ว

    Lovin' this series man!

  • @BluShiGuy
    @BluShiGuy ปีที่แล้ว

    This rocks

  • @EG_John
    @EG_John ปีที่แล้ว

    Hi there! Your videos leave me very puzzled. On one hand, you have amazing writing, cool video editing, great humor, and overall engaging content. However, on the other hand - and please don't take this the wrong way - your sound quality is just God-awful. It's clear that you're highly skilled in Python, as evident from your videos. So why not use some of its many tools to isolate your voice from background noise? Additionally, it's important to duck the music under your voice to avoid overlap. This technique is known as sidechain. Your content is almost awesome, so I urge you to pay attention to the sound quality. This is just a friendly piece of advice from one of your viewers.

    • @randomcardboardbox2396
      @randomcardboardbox2396 ปีที่แล้ว

      Thx, yeah ive gotten a lot of advice on this. Im going to improve the audio for the next video, which will hopefully be my the middle of the month. Thx again for the constructive criticism.

    • @EG_John
      @EG_John ปีที่แล้ว

      @@randomcardboardbox2396 Thank you for the update, it's great to know. In case any help is needed, I am happy to contribute. I work in the recording industry and deal with sound on a daily basis. I am not trying to advertise, I am simply mentioning it in case it is needed.

  • @jcags
    @jcags ปีที่แล้ว

    Amazing work, perhaps your next step could be looking into pixel perfect collision. Gamehut made a great video on how he achieved it on the Amiga.

    • @randomcardboardbox2396
      @randomcardboardbox2396 ปีที่แล้ว

      Check the second vid, im just using normal point-box collision detection. I generally dont really like pixel perfect collision, i just think normal collision makes it easier to play the game. Ps: the second viss audio is kinda bad, just a warning.

  • @sandiretrogaming
    @sandiretrogaming ปีที่แล้ว

    very cool, really looking forward to the continuation of the project

  • @Red_Biker_Dude
    @Red_Biker_Dude ปีที่แล้ว

    Really cool, I hope the final game ends up being really good.

  • @AlexBeyman-j2h
    @AlexBeyman-j2h ปีที่แล้ว

    Impressive stuff. I wish for a physical X16 console someday to play this on

  • @christianhansen3590
    @christianhansen3590 ปีที่แล้ว

    Great work! I really like the presentation format of the video.

  • @ShaneMorris1986
    @ShaneMorris1986 ปีที่แล้ว

    From one engineer to another - well done.

  • @scotty562
    @scotty562 ปีที่แล้ว

    Gdeat work! You are very talented.