Back to Color by AntonioND [GBC demo][GBDev 2014]

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  • เผยแพร่เมื่อ 30 พ.ย. 2024

ความคิดเห็น • 13

  • @pokekappa
    @pokekappa 10 หลายเดือนก่อน +1

    THIS IS A HIT

  • @xXLeandro12
    @xXLeandro12 ปีที่แล้ว

    What a sweet demo~ Thanks for make it!

  • @BILLPC2684
    @BILLPC2684 5 ปีที่แล้ว +1

    i loved this demo when it first came out and i still love it :3

  • @chamber_hiro256
    @chamber_hiro256 5 ปีที่แล้ว +2

    Already played this 10 times today

  • @GottgleicherMaster
    @GottgleicherMaster 9 ปีที่แล้ว +1

    cool demo and cool sounds. never thougth the gbc was capable of this.

  • @elModo7
    @elModo7 7 ปีที่แล้ว

    Grande, gracias por compartir!

  • @belstar1128
    @belstar1128 9 ปีที่แล้ว

    Very good colors.

  • @johneygd
    @johneygd 10 ปีที่แล้ว +1

    Wooow.

  • @Littlefighter1911
    @Littlefighter1911 8 ปีที่แล้ว +1

    Hey there. Wondering how these demos work.
    Are those pre-rendered tiles in the 3D Demo? :O
    Because I don't think that there is a framebuffer on the GB as there is on the GBA.

    • @skylyrac
      @skylyrac  8 ปีที่แล้ว +3

      No. There's a triangle in the background and I scroll it up and down in a per-line basis.If you take a look at the debugger of any emulator and you open the VRAM viewer (BGB, VBA-M...) you will be able to see the triangle.

    • @PegmodeChiptune
      @PegmodeChiptune 7 ปีที่แล้ว +1

      I've seen this effect before but what has always perplexed me is how you determine the widths of each horizontal segments in order to determine where on the background map you want to be to render a horizontal segment.

    • @skylyrac
      @skylyrac  7 ปีที่แล้ว +4

      Oh, I hadn't seen this comment. Well, it's not too hard. Basically, I have 4 vertices that rotate around the center of coordinates in 2D. Then, I project them with sin and cos, and use one coordinate as depth (width of the segment), and another one as height (Y of the screen). Then, I interpolate between the two values to fill the pixels in between.