Several Texas Instruments calculators use a z80 that can go up to 15 megahertz, though I guess that depends on if you consider calculators to be mainstream. They're definitely all over the place in schools though. :p
@@RandomTomatoMusic going from the Gameboy CPU to Z80 is easier than going the other way but the biggest difference is the video hardware that won't be available in the calculator. That being said look at the port of SMB from NES to C64. Different video hardware. So you could adapt. Software sprites.
0:03 Basic tile based images, everything neat between 8x8 grid. 0:50 It's possible that the spheres are sprites while the UFO is a background object, given you can have 10 8x8 sprites on screen at once per scanline, you could fit more. 1:23 Raycasting using horizontal lines rather than vertical. Logo inside is sprites. 2:14 Multiple sets of tiles used to emulate twisting. 2:19 Horizontal twists made out of background while vertical is made out of sprites. 2:43 Bitmap buffer made out of tiles updated every frame to add another ball. Object is made out of individual 8x8 sprites that are independent. 3:11 3D prisms likely pre-rendered. 8 onscreen using all sprite palettes. Overlapping sprites don't exceed 40 pixels to avoid flicker. 4:04 Same as 1:23, but textured. 4:39 Likely pre-rendered sprites doing the same trick, given the same UFO appears from 0:50. 5:03 Lots of sprites on screen, stay within 10 sprites per scanline. Didn't fool me.
You mean to tell me that demoscene demos use tricks and hacks to make limited hardware seem like it's doing more than what the hardware should be capable of? I'm so shocked and surprised. What a revelation.
I played this deo on a Dongfend GB Boy Colour today, using a GB Everdrive. It played pretty well aside from some lines popping on screen (but that is probably due to the GB Boy CPU speed, or the Everdrive, or both). Nice test and nice way to see your demo as well.
This should be "It Came from Planet Sharp". The Gameboy CPU was made by Sharp, not Zilog. That's why it's not compatible with a Z80, and rather somewhere between a Z80 and an 8080 in terms of its instruction set.
I worked on this demo from time to time over a coarse of several years. I don't know what it adds up to. Probably hundreds of hours. That's for the programming alone.
How was this created? What was it coded in? I've heard two rumors, the one is that it is based on html and running on a template, the other rumor was that it's Java. Which is it?
Almost certainly pure Z80 Assembly. GB/C software can also be written in C, however ASM is generally faster and most optimized (this is important, especially for a demo like this).
The real time code (running on the game boy) was written in assembly language. The preprocessing code (image data conversion, lookup tables, etc) was written in Python.
Ironically the Gameboy color might just about have the fastest z80 derivative CPU seen in any of the mainstream systems to ever use such a CPU...
Several Texas Instruments calculators use a z80 that can go up to 15 megahertz, though I guess that depends on if you consider calculators to be mainstream. They're definitely all over the place in schools though. :p
@@bushytail Does that mean one could possibly port GBC games to the TI-84 Plus C? (nice pfp by the way)
@@RandomTomatoMusic Probably noy so easy, since the instruction set is not quite the same.
It's only partially similar to a Z80 though. Shifts and rotates.
@@RandomTomatoMusic going from the Gameboy CPU to Z80 is easier than going the other way but the biggest difference is the video hardware that won't be available in the calculator. That being said look at the port of SMB from NES to C64. Different video hardware. So you could adapt. Software sprites.
Gameboy: im a 8 bit console.
Demosceners: 8x8
0:03 Basic tile based images, everything neat between 8x8 grid.
0:50 It's possible that the spheres are sprites while the UFO is a background object, given you can have 10 8x8 sprites on screen at once per scanline, you could fit more.
1:23 Raycasting using horizontal lines rather than vertical. Logo inside is sprites.
2:14 Multiple sets of tiles used to emulate twisting.
2:19 Horizontal twists made out of background while vertical is made out of sprites.
2:43 Bitmap buffer made out of tiles updated every frame to add another ball. Object is made out of individual 8x8 sprites that are independent.
3:11 3D prisms likely pre-rendered. 8 onscreen using all sprite palettes. Overlapping sprites don't exceed 40 pixels to avoid flicker.
4:04 Same as 1:23, but textured.
4:39 Likely pre-rendered sprites doing the same trick, given the same UFO appears from 0:50.
5:03 Lots of sprites on screen, stay within 10 sprites per scanline.
Didn't fool me.
You mean to tell me that demoscene demos use tricks and hacks to make limited hardware seem like it's doing more than what the hardware should be capable of? I'm so shocked and surprised. What a revelation.
So it's not real magic? Wow you must be real clever
Found the party popper... you really had a severe shock when you found your presents before Christmas as child, right?🤣
I bet you're great at parties
yeah i see some Sprite clipping after 5:00 so not all lines fit within the 10 sprite buffer
I played this deo on a Dongfend GB Boy Colour today, using a GB Everdrive. It played pretty well aside from some lines popping on screen (but that is probably due to the GB Boy CPU speed, or the Everdrive, or both). Nice test and nice way to see your demo as well.
The GB Boy had a slighty wider screen than the original GBC, so maybe that's where the problem came from.
Fantastic music by Zabu!
This should be "It Came from Planet Sharp". The Gameboy CPU was made by Sharp, not Zilog. That's why it's not compatible with a Z80, and rather somewhere between a Z80 and an 8080 in terms of its instruction set.
+Myriachan More like commissioned by Nintendo, manufactured by Sharp, who bought the design from Zilog
+Cody Husky wait but that's in the genesis... SEGA YOU'RE FULL OF SHIT!!!!
nicky clark Haha, I've love that to be true. But the Genesis/Mega Drive does use a vanilla Z80 from Zilog, not Nintendo's custom version.
oh...:P
+nicky clark SCREW THE SWEARING!!!!!!!!
This is pretty cool, though by the title I thought this was either going to be a Master System or Game Gear demo. :P Still cool nonetheless!
I expected ZX Spectrum one considering it was one of the first home machines to use Zilog Z80.
lol, this looks a million times better than any graphics official gba games did :P
+Zer0 Bin0pse This is for GBC!
+Cody Husky Exactly.
Not necessarily, the warioware series was pretty impressive albeit more simple than it could’ve been
No it doesn’t
Nikku4211 Nope
Amazing, as usual!
I really like your choices
hey EXOCET ... t'était dans mon cpc ... il est partout ou il y a du Z80 celui là.
😆
on such a limited system. impressive
SUPERFX!!!!!!!!
Great job !
Nice Demo!
How much time did you spend on it? And who wrote the track?
Zabutom is mentioned in the credits...
I worked on this demo from time to time over a coarse of several years. I don't know what it adds up to. Probably hundreds of hours. That's for the programming alone.
I watched it a couple of times since then and now again and I must say it is great!
Thanks!
what if there was a 3d game for a gameboy color?
:0
@Dr_Doctor new, a much more real one is 3d pool. I don't know how it works but the sense of depth is nuts.
There was face ball 2000 for the og gameboy
How was this created? What was it coded in? I've heard two rumors, the one is that it is based on html and running on a template, the other rumor was that it's Java. Which is it?
Almost certainly pure Z80 Assembly. GB/C software can also be written in C, however ASM is generally faster and most optimized (this is important, especially for a demo like this).
The real time code (running on the game boy) was written in assembly language. The preprocessing code (image data conversion, lookup tables, etc) was written in Python.