Fullscreen Rotation on the SEGA Genesis? How this game does the impossible

แชร์
ฝัง
  • เผยแพร่เมื่อ 3 ก.ย. 2020
  • In this episode of Coding Secrets I explain how the game Red Zone achieved full screen rotation on the SEGA Genesis
  • เกม

ความคิดเห็น • 667

  • @indifferentone8991
    @indifferentone8991 3 ปีที่แล้ว +553

    Imagine being a Red Zone developers and you have to wait 26 years for somebody to really appreciate your work.

    • @sandakureva
      @sandakureva 3 ปีที่แล้ว +47

      That's how a lot of clever coding goes, tbf.

    • @aislingoda6026
      @aislingoda6026 3 ปีที่แล้ว +24

      @PXLTRON it's been 30 years, you can let it go

    • @otischance9144
      @otischance9144 3 ปีที่แล้ว

      @Sonny Henry Yea, I've been using Flixzone for since november myself =)

    • @westinbenton7047
      @westinbenton7047 3 ปีที่แล้ว

      @Sonny Henry Yea, have been using Flixzone for months myself :)

    • @bangerbangerbro
      @bangerbangerbro 3 ปีที่แล้ว +2

      @NALTO Recently I've only heard people appreciate tricks on the mega drive?

  • @zorksox
    @zorksox 3 ปีที่แล้ว +405

    I thought the cost line was going to be very rudimentary polygons. Everything was tile manipulation. Crazy.

    • @NeoTechni
      @NeoTechni 3 ปีที่แล้ว +19

      I thought so too. Then I remembered how old systems didn't really have all-points-accessible graphics.

    • @KuraIthys
      @KuraIthys 3 ปีที่แล้ว +32

      @@NeoTechni That's neither here nor there. It's possible to create approximations of it.
      Some systems are worse for it than others.
      The SNES and Amiga both have bitplane based graphics, which are a pain. (on SNES in the worst case you might have to modify 8 bytes of graphics memory to set a single pixel)
      Of course, on anything under 256 colour graphics you're also dealing with multiple pixels per byte when your CPU almost certainly doesn't efficiently handle less than 8 bits at a time...
      Many early systems did have actual bitmap modes though.
      The Atari 8 bit microcomputers have 1.5 (aka 2 shades of the same colour), 4, and 16 colour bitmap modes.
      Unfortunately when dealing with a 1.79 mhz 8 bit cpu with no multiply/divide circuitry, doing graphics on the CPU is not a good idea.
      With a 160x192 resolution you've got 30,720 pixels to manipulate, and you can't even clear the screen for free.
      While a screen clear lets you clear 4 pixels at once due to how they are arranged in memory, you'd have to write to 7680 bytes just to clear the screen.
      1.79 mhz cpu. Absolute best case 4 cycles per instruction (in practice probably 8 or more even for something as trivial as clearing a screen)
      Best case you can write 447,500 pixels worth of data in a second (and that's assuming you have no game logic and no complex graphics. I wrote a line drawing algorithm for this CPU and it came to about 200 cycles per pixel drawn).
      At 60 frames per second that's 7458 bytes.
      In short, you can only just barely clear the entire screen each frame, much less do anything much more complex.
      Sure you can lower the framerate, use cleverer tricks, but it's still not going to impress anyone.
      Now, a 7.16 mhz 68000 cpu sounds better, but realistically, it's not that much better.
      My own ballpark estimates based on this led me to the conclusion that to start doing non-trivial graphical tasks with a CPU without major compromises would require a 30-40 mhz CPU, give or take.
      And sure enough, that's roughly the kind of clock speeds where the PC started having games like Doom, Descent, Magic Carpet and so on...
      You can find workarounds for weird graphics formats. But it's much harder to do anything when your CPU just isn't that powerful, relatively speaking...

    • @NeoTechni
      @NeoTechni 3 ปีที่แล้ว +1

      @@KuraIthys it is totally relevant because APA graphics are the easiest way to do it. Anything else requires a bunch of more complex/impressive hoops, such as the ones in the video.

    • @shinyhappyrem8728
      @shinyhappyrem8728 3 ปีที่แล้ว +1

      @@KuraIthys: SNES CPU can go up to ~3.58 MHz. (The SA-1 runs at 10.74 MHz and includes bitplane conversion functions. The Super FX GSU runs at the full 21.477 MHz.)

    • @Hamdad
      @Hamdad 3 ปีที่แล้ว +7

      Same, Genesis has some crude polygon games, even some relatively quick, smooth ones like Kawasaki Superbike Challenge. So I figured we were looking at a flat plane of polygons, or some similar vector drawing scheme. Which it kind of is, behind the scenes, it just uses the vectors to figure out which tiles to use. Wizardry.

  • @n111254789
    @n111254789 3 ปีที่แล้ว +68

    Just in case you forgot there are number of people who absolutely love your content. We may not comment or engage enough but you really are the only person who shares the information and it helps boost creativity on hardware even today. I think it's a great asset to have these videos posted and I'm sure you have a busy life outside of TH-cam but hopefully you never feel it's a waste of time for making these videos because the audience isn't massive. This is content you cannot get elsewhere and your a fantastic wealth of knowledge. Keep up the good work and hope you are staying safe during the pandemic. Take care

  • @BologneyT
    @BologneyT 3 ปีที่แล้ว +14

    This video helped me understand something I always knew: Old games were cool and endearing because of the artistic trickery they clearly had to resort to to achieve the effects they were going for. I just couldn't grasp how deep the rabbit hole went.

  • @TheSektorz
    @TheSektorz 3 ปีที่แล้ว +155

    What impressed ME is that I immediately recognized that the music for this game was made by Jesper Kyd. It sounds much like the music he produced for the Hitman games, and the one heard in the Batman and Robin Genesis game! I immediately recognized that it was him, and I've never played or researched this game before. What a legend.

    • @ECone90
      @ECone90 3 ปีที่แล้ว +16

      Jesper used the same melody for Sub-Terrania, Red Zone and Blood Money

    • @johanjohan5881
      @johanjohan5881 3 ปีที่แล้ว +3

      ok!

    • @poble
      @poble 3 ปีที่แล้ว +6

      @@johanjohan5881 shut the fuck up

    • @thisisaloadofbarnacles921
      @thisisaloadofbarnacles921 3 ปีที่แล้ว +13

      @@poble Probably a 12 year old, those shits ruined TH-cam

    • @thisisaloadofbarnacles921
      @thisisaloadofbarnacles921 3 ปีที่แล้ว +4

      @_ Pobert-Eii _ ok!

  • @miaouew
    @miaouew 3 ปีที่แล้ว +51

    This really does look like a 32x game

  • @DrButthugger
    @DrButthugger 3 ปีที่แล้ว +20

    The animation at 5:20 explaining the tile stepping process is awesome, thank you for making that. That really helped me understand what is going on behind the scenes.

  • @sikthehedgehog
    @sikthehedgehog 3 ปีที่แล้ว +142

    Now do the indoors parts, that's where most of the fun is with all the layer trickery (also I think the indoors wall renderer may be related to the outdoors water renderer)

    • @johanjohan5881
      @johanjohan5881 3 ปีที่แล้ว +1

      ok!

    • @pacsonic9000
      @pacsonic9000 3 ปีที่แล้ว +9

      They probably used the same technique used for Toy Story's 3D effect during gameplay for the shelves.

    • @ExtremeWreck
      @ExtremeWreck 3 ปีที่แล้ว

      @@pacsonic9000 Actually it's a little more complex than that.

    • @tulsatrash
      @tulsatrash 2 ปีที่แล้ว

      Ooooooo.

  • @JohnGabrielUk
    @JohnGabrielUk 3 ปีที่แล้ว +14

    You know a game is going to have something clever under the hood when the intro brags about all the cool stuff they were able to pull off. Would love to see some more videos about this one!

  • @stopthelawsuits
    @stopthelawsuits 3 ปีที่แล้ว +102

    Having 0 experience in this field at all I can firmly verify that "ya that's probably how they did it idk tho"

    • @Face2theScr33n
      @Face2theScr33n 3 ปีที่แล้ว +5

      Sounds like a plan, then. Off we go to build some sick games with all we've just learned! Are ya with me?

    • @Prizm44
      @Prizm44 3 ปีที่แล้ว +1

      I don't think enough time was taken to explain and illustrate the concepts properly. He tends to go over some stuff too quickly. I understand the small layered sprites, but the tile mapping explanation lost me.

    • @SioxerNikita
      @SioxerNikita 10 หลายเดือนก่อน

      ​@@Prizm44Might be a two year old comment... but..
      You want a 2 hour in depth tutorial? Because if so... Those exist...

  • @TheMalMeninga
    @TheMalMeninga 3 ปีที่แล้ว +74

    The music's back! Hurrah!

    • @johanjohan5881
      @johanjohan5881 3 ปีที่แล้ว

      ok!

    • @graealex
      @graealex 3 ปีที่แล้ว

      I wished for it to be gone, and enjoyed the video without it, as it's such a sad tune, and quite a short loop. Too short to continuously play during a ten minute video.

    • @nagitokomaeda3237
      @nagitokomaeda3237 3 ปีที่แล้ว +1

      Yeah. Was happy to see it.

  • @allanfagnercs
    @allanfagnercs 3 ปีที่แล้ว +403

    One game that really amazed me back then was Gunstar Heroes. There are some cool effects there. Any chance to break it down?

    • @patsmalling
      @patsmalling 3 ปีที่แล้ว +60

      Theres a ton of mid or per scanline something something video memory raster effect 7.3 Liter 8 cylinder voodoo going on. The fact these people did most of this stuff in assembly blows my mind.

    • @nio107
      @nio107 3 ปีที่แล้ว +5

      x2

    • @GaryColeman70
      @GaryColeman70 3 ปีที่แล้ว +6

      Great game. I’d like to see a video on this too.

    • @graphicsgod
      @graphicsgod 3 ปีที่แล้ว +16

      Same as Contra Hard Corps..

    • @wakadaemon7191
      @wakadaemon7191 3 ปีที่แล้ว +9

      @@graphicsgod DEFINITELY HARD CORPS

  • @conradddd
    @conradddd 3 ปีที่แล้ว +52

    Red Zone is in my genesis top 5, so glad to find someone finally analyzing its technical achievements, thanks!

  • @geeko321
    @geeko321 3 ปีที่แล้ว +68

    I would love to see how that FMV is done in a future video!

    • @johanjohan5881
      @johanjohan5881 3 ปีที่แล้ว

      ok!

    • @mariannmariann2052
      @mariannmariann2052 3 ปีที่แล้ว +4

      Probably the same way as the Sonic 3D Blast intro.

    • @NoahNCopeland
      @NoahNCopeland 3 ปีที่แล้ว +14

      they def using the two-tone coloring to their advantage

    • @MizoxNG
      @MizoxNG 3 ปีที่แล้ว +3

      pretty sure it's the same as the 3d blast logo/game over fmvs

    • @MaxwelThuThu
      @MaxwelThuThu 3 ปีที่แล้ว +6

      Might be surprising, but the FMV scenes are being made in the same way as the water in-game!
      You can see all the different 8x8 shapes in Vram. There's a LOT of them.

  • @The_Mister_E
    @The_Mister_E 3 ปีที่แล้ว +428

    Red Zone is such a hidden gem... You could tell those devs put in their 110%.
    Also, the musics you played sounds different than the ones in the release version! Is there a dump of that beta?

    • @lawrencefitzgerald4744
      @lawrencefitzgerald4744 3 ปีที่แล้ว +33

      The were many later Genesis games that were wonderful games. Unfortunately, by then the 16-bit era was coming to a close, and everyone was drooling at 32-bit.

    • @jillcrungus
      @jillcrungus 3 ปีที่แล้ว +90

      The developers released the proto as public domain, you can grab it here:
      www.zophar.net/pdroms/genesis/hardwired.html

    • @johanjohan5881
      @johanjohan5881 3 ปีที่แล้ว +2

      ok!

    • @patsmalling
      @patsmalling 3 ปีที่แล้ว +3

      @@jillcrungus
      This is awesome!
      Thanks for the heads up.
      💪🏿🙃🤙🏿

    • @zyrobs
      @zyrobs 3 ปีที่แล้ว +22

      The same teams did Scorcher and AMOK on the Sega Saturn. AMOK even uses music from Red Zone. Those games would be worth a video too, Scorcher double rotating backgrounds (one of the few games to do so), 15bit colour, and transparent polygons, while AMOK runs a full voxel engine and some hidden top-down levels. In fact AMOK started as a 32x title and you can see it on the legendary 32x Zyrinx demotape.

  • @CannedHockey
    @CannedHockey 3 ปีที่แล้ว +1

    Your videos bring me a nostalgic joy I can not define. Please do not stop!

  • @pyk_
    @pyk_ 3 ปีที่แล้ว +152

    When you show what the video ram looks like, I think it would look better if you turned off the image interpolation so we can more easily see the actual pixels.

  • @tc-bladeofgrass6719
    @tc-bladeofgrass6719 3 ปีที่แล้ว

    Your videos are among the most informative on TH-cam, at least in the gaming genre.
    Another great video, thank you so much for taking the time to explain these things.

  • @Goto10Gaming
    @Goto10Gaming 3 ปีที่แล้ว

    Incredible sprite work, love it. Thank you for all of the fascinating videos.

  • @MistuhHamp
    @MistuhHamp 3 ปีที่แล้ว

    Great video! Always love seeing these

  • @shinjinanahara
    @shinjinanahara 3 ปีที่แล้ว +2

    Brilliant! Love your videos. So informative.

  • @adsilcott
    @adsilcott 3 ปีที่แล้ว +2

    I remember "discovering" the Puggsy pseudo rotation trick back in the day when I was messing around with sprite blitting. That full screen rotation is genius though -- I love the breakdown and detective work you do on these games!

  • @AcornElectron
    @AcornElectron 3 ปีที่แล้ว

    Nowhere near enough subs.
    Keep up the good work fella. Love these retrospective breakdowns.

  • @clockworksaint
    @clockworksaint 3 ปีที่แล้ว +1

    I would love a Puggsy video. I fondly remember it as one of the more wonderfully odd games of my childhood and it came to mind immediately when you mentioned large rotation effects. I was pleasantly surprised when you just casually mentioned you made it!

  • @johannesparkmann3899
    @johannesparkmann3899 3 ปีที่แล้ว +2

    Good to hear Chris is back for the music again

  • @miketate3445
    @miketate3445 3 ปีที่แล้ว +1

    I love these videos so much. This is exactly the stuff I'm curious about.

  • @HybridAngelZero
    @HybridAngelZero 3 ปีที่แล้ว

    Totally in awe, here. The programming tricks on display are simply brilliant!

  • @caiolopezcomz
    @caiolopezcomz 3 ปีที่แล้ว

    Awesome video. Thank you very much for lowering the music. It is now much clearer to hear you. I really like that you managed to keep it as your opening theme too. I guess everybody is happy now!

  • @Alhedgehog
    @Alhedgehog 3 ปีที่แล้ว

    Awesome stuff! I love seeing a pro analyze stuff like this. Love these videos!

  • @El_Cheapo
    @El_Cheapo 3 ปีที่แล้ว

    Never stop being amazed by these videos explaining coding tricks for technologies from 80s/90s.

  • @jasonb4954
    @jasonb4954 3 ปีที่แล้ว

    Just found your channel subbing because you gave me so much fun as a kid thanks for your work

  • @TheReimecker
    @TheReimecker 3 ปีที่แล้ว

    I love your channels please do more awesome coding secrets !!!

  • @MikeC-ps1tc
    @MikeC-ps1tc 2 ปีที่แล้ว

    Wow this was impressive, I had to watch this a few times to understand the coding secrets! Good stuff sir!

  • @ForeverMan
    @ForeverMan 3 ปีที่แล้ว +3

    Thank you for bringing the old music back...

  • @jeffven8847
    @jeffven8847 3 ปีที่แล้ว

    Me and my brother just LOVED pugsy, i remember showing all my friends the amazing intro to the game.
    Back in the 16bit era this really was mindblowing.
    Thank you for helping to code a piece of my childhood 😊

  • @emmanueloverrated
    @emmanueloverrated 3 ปีที่แล้ว +33

    I would have loved to have an insight on how those line border tiles are picked. This is where the magic happens from this rotation effect. The algorithm must be pretty impressive.

    • @MurderMostFowl
      @MurderMostFowl 3 ปีที่แล้ว +4

      I second this. I can think of several cocktail napkin methods but there’s got to be one out there that is the fastest.
      ( maybe AND it against every tile and see which one has the largest value aka largest common overlap?? )

    • @AltimaNEO
      @AltimaNEO 3 ปีที่แล้ว +1

      They must be proud

    • @michaelbuckers
      @michaelbuckers 3 ปีที่แล้ว +3

      Subtract the angle of object from the angle of camera, you get apparent angle on screen - it's an index of your sprite (you store them incrementally angle-wise). You use the same step counter from tile rotation routine to position the sprite accounting for camera rotation.

    • @emmanueloverrated
      @emmanueloverrated 3 ปีที่แล้ว +2

      @@michaelbuckers there are several tile of the same angle with different fill ratio. The water rotating plane is like a grid of 8x8 bitmaps.
      Also, calculating angles on a 8mhz mc68000 having only integer arithmetic for 40-50 tiles 30 times per second appears to be costly. The game is not only doing rendering, there's a lot of action going on etc...
      The trick is probably clever as shit, like a weird DDA algo or something like that using a look up table. I'm pretty curious about it.

    • @michaelbuckers
      @michaelbuckers 3 ปีที่แล้ว

      @@emmanueloverrated It's a lookup table yes. You can always compute pretty accurate values but rarely does it ever makes practical sense.

  • @artthefarter
    @artthefarter 3 ปีที่แล้ว

    Holy shit i am so happy i found this channel because it is truly amazing. Thank you for the videos.

  • @rayredondo8160
    @rayredondo8160 3 ปีที่แล้ว

    Well done! This makes a lot of sense; I may have to try it out for some of my games to see how it looks on modern hardware. Only needing to do something on a macro level to get a good-looking effect seems to be the basis of many retro games, and they usually pulled it off quite well!
    Keep it up with the awesome videos; I'll be there for the next one!

  • @arcticridge
    @arcticridge 3 ปีที่แล้ว +45

    the wizard is back! please talk about Vectorman!

    • @johanjohan5881
      @johanjohan5881 3 ปีที่แล้ว +1

      ok!

    • @graphicsgod
      @graphicsgod 3 ปีที่แล้ว +1

      Yes!

    • @KungKras
      @KungKras 2 ปีที่แล้ว

      Isn't vectorman just pre-rendered sprites using 3D modelling software and then treated just as regular sprites in the megadrive hardware?

    • @zyrobs
      @zyrobs 2 ปีที่แล้ว

      @@KungKras No, that was Donkey Kong Country. Vectorman used tweened orb sprites to create super smooth animation. It also mixed in a lot of differently rotate sprites, and a metric ton of crazy raster effects (every other level has some unique special effect, starting as soon as the SEGA logo, it's nuts. And there are prototypes around which show that they had to cut a bunch of even more impressive stuff cut from the game).

  • @Domarius64
    @Domarius64 3 ปีที่แล้ว +2

    I watched a video on how amazing this game looked for a Megadrive game, but this was an amazing breakdown. Never ever would I have imagined they were using tiles with different angles to draw the water edge.

  • @raccoon681
    @raccoon681 3 ปีที่แล้ว

    I remember suggesting this game in the comments a while back.
    Just blown away by the game rotation and how that was even possible on a sega genesis.
    thank you
    Coding Secrets.

  • @rustymixer2886
    @rustymixer2886 3 ปีที่แล้ว +1

    Outstanding video

  • @blaskkaffe
    @blaskkaffe 3 ปีที่แล้ว

    Finally some new content. I hated to have to rewatch all the re-uploads of all your old videos, well actually I really enjoyed to watch them again...
    Keep the amazing videos coming! This is one of my top channels on youtube, I really hope you will continue making this style of videos for a long time!

    • @oliverstaunton10
      @oliverstaunton10 3 ปีที่แล้ว +1

      I second that, I loved binge watching all of the videos when I first found this channel. Jon's voice with that background music is just so satisfying, and it is truly amazing to see what devs managed to pull off back in the day to get around hardware limitations

  • @LuftmanPlay
    @LuftmanPlay 3 ปีที่แล้ว

    I love that you start to analyze other games then your own as well :)

  • @jojodi
    @jojodi 3 ปีที่แล้ว

    Great breakdown! Thanks for diving into this :D

  • @angryanonymous2
    @angryanonymous2 3 ปีที่แล้ว

    Never ever heard of that game. Absolutely stunning work.

  • @indy00
    @indy00 3 ปีที่แล้ว +1

    Excellent video as always. Would love to see you take a crack at what is happening under the hood on Xeno Crisis, especially with the soundtrack as I think they used a similar technique to the one used in Toy Story. It would be really cool to see what old techniques were still valid and what new twists a developer was able to come up with for a mega drive game made in 2018.

  • @greensun1334
    @greensun1334 2 ปีที่แล้ว +1

    Very good explanation! 👍🏻

  • @Odinoian
    @Odinoian 3 ปีที่แล้ว

    Great game! And Great video! Reminds me of the Micro Mages 40kb guide video, which is super interesting

  • @FabioGnecco
    @FabioGnecco 3 ปีที่แล้ว

    Looks amazing!

  • @ztoogemcducc6360
    @ztoogemcducc6360 3 ปีที่แล้ว

    I live for this channel God Bless

  • @TaiJason37
    @TaiJason37 3 ปีที่แล้ว +12

    You made Puggsy? That game was awesome and extremely hard sometimes. Love it!

  • @EdgyNumber1
    @EdgyNumber1 3 ปีที่แล้ว

    I just LOVE this man's break downs of these Genesis games. As a consumer going from Alex Kidd: Enchanted Castle to advanced games like this show just how much gets learnt about a piece of console hardware throughout it's like cycle. Its like the programmers really learnt how to bend the console to their will. Fascinating stuff!!

  • @WibblyWizard
    @WibblyWizard 2 ปีที่แล้ว

    Extremely nice tecnhniques, tip of the hat to you Sir.

  • @ninjakow
    @ninjakow 3 ปีที่แล้ว

    Always good john. Thanks!

  • @proplayer682
    @proplayer682 2 ปีที่แล้ว

    I love this kind of videos when people find solutions in limited hardware

  • @joao-dk2qn
    @joao-dk2qn 3 ปีที่แล้ว

    please do more videos about those effects!
    this game has some incredible techniques to make rotation, FMV and other things

  • @LumpyMoose
    @LumpyMoose 3 ปีที่แล้ว

    I love this channel... I’ve been trying to research how to code good 2.5d roads for driving games. Really need to break down how it works well on very low powered hardware. There are quite a few techniques, I’d love a video that explores this.

  • @em00k
    @em00k 3 ปีที่แล้ว +2

    Another great video. These are especially interesting as we have a tilemap mode on the new ZX Next and these methods are very doable on a z80 at 28mhz.

    • @Nikku4211
      @Nikku4211 3 ปีที่แล้ว +1

      Oh, cool, you're here. I really liked your 'Remember When' MOD song. Was it originally made as .MOD or .XM?

    • @em00k
      @em00k 3 ปีที่แล้ว +1

      Nikku4211 Thanks - yeah originally a MOD written on the Amiga.

  • @ohnoitschris
    @ohnoitschris 3 ปีที่แล้ว +1

    That game looks amazing for its time

  • @PalatechGaming
    @PalatechGaming 2 ปีที่แล้ว

    Great game, excellent video, awesome channel, amazing content! Congrats! 👏

  • @MrMusicGuy1980
    @MrMusicGuy1980 2 ปีที่แล้ว +1

    This is why I love old school tech, limited and yet not limited.

  • @cosmocalypse3708
    @cosmocalypse3708 3 ปีที่แล้ว +1

    I love these videos.

  • @citrusui
    @citrusui 3 ปีที่แล้ว +1

    Excited to see this one :D

  • @freddiejohnson6137
    @freddiejohnson6137 3 ปีที่แล้ว

    There is so much tricky going on using different techniques on top of each other to pull it off. Quite impressive really that different devs were coming up with completely different things to pull of all sorts of things with hardware of the day. It is my favourite generation for that as even the most obscure games can do things no other games can at times.

  • @leowatley
    @leowatley 3 ปีที่แล้ว

    dude, that music is on point. kickass.

  • @scab3045
    @scab3045 3 ปีที่แล้ว

    Love your channels bro. Wish you were my friend so you could show me the world of coding

  • @winj3r
    @winj3r 3 ปีที่แล้ว

    I played this game back in the day and was amazed at these graphical effects.
    Gameplay was also good.

  • @wokeupinapanic
    @wokeupinapanic 3 ปีที่แล้ว

    How have I never heard of this game!? That looks amazing!

  • @MaxAnnoying
    @MaxAnnoying 2 ปีที่แล้ว

    i am in awe in each of your videos... i cannot believe i am complaining about how Media Molecule Dreams is treating me bad sometimes :)

  • @Camtrack
    @Camtrack 3 ปีที่แล้ว

    this channel is great

  • @retrorobbyreviews
    @retrorobbyreviews 3 ปีที่แล้ว

    Absolutely amazing 👏. Thanks for explaining!!!!!

  • @scratchthatoffmylist9635
    @scratchthatoffmylist9635 3 ปีที่แล้ว

    This channel demonstrates again and again that amazing coding tricks don't have anything to do with good gameplay.

  • @curtmack
    @curtmack 3 ปีที่แล้ว +10

    The geometry of the foreground layer is so simple, and screen moves so slowly; I wonder if they could have implemented a "true" polygon renderer in VRAM by calculating exactly which pixels need to be changed and only writing those, rather than redraw the whole thing every time.

    • @KuraIthys
      @KuraIthys 3 ปีที่แล้ว

      Might've been possible. However it's far from trivial calculating which pixels need updating.
      Since polygon rendering in this context is CPU bound in general, you'd need to consider if the calculations to work out what needs updating are simple enough to outweigh just updating the whole thing directly....

    • @Domarius64
      @Domarius64 3 ปีที่แล้ว +2

      It's a good bet many have already tried and failed. The rush for 3D was on for everyone.

    • @michaelbuckers
      @michaelbuckers 3 ปีที่แล้ว +2

      Not with ~7 MHz of single core processing power & less than 0.5 IPC - even if you dedicate the entire processor to just rotating the screen it'll be ~140 CPU clock cycles per pixel, it's not nearly enough. At least there wasn't RAM lag like on today's machines which causes CPU to idle 90% of the time unless you use special memory access techniques (flat gapless arrays etc). Same story with GPU, it's so easy to stall it's ridiculous, you feed it commands at full speed and it still idles 70% of the time. You need to avoid switching shaders models textures etc at all costs - you must use megatextures, one-size-fits-all shaders, baked static geometry literally everywhere. Don't get me even started on the drivers, they're so finicky, in order to get good shader speed you must find some random way to trigger driver's fast pathway (the driver was coded to trigger for some AAA game shaders which otherwise run godawfully slow because the devs are lazy and/or idiots).

  • @flyboypuoi
    @flyboypuoi 3 ปีที่แล้ว

    That's a cool looking game, and an awesome bit of technical details

  • @entity8019
    @entity8019 3 ปีที่แล้ว

    Subbed. Didn't realise you were of Traveller's Tales origin. Still waiting on Tigranda! ;)

  • @netherza
    @netherza 3 ปีที่แล้ว

    That rotating sega logo is pretty dope.

  • @superluig164
    @superluig164 3 ปีที่แล้ว

    Now that you showed us the crazy pallette, I can see the jitteriness in the subdued pallette, while I couldn't before.

  • @RG7621
    @RG7621 3 ปีที่แล้ว

    That full screen FMV is amazing

  • @aghost2585
    @aghost2585 3 ปีที่แล้ว

    One thing I'd really love to see you cover is comparing the code from an early-get Genesis games to a late-gen game by the same/overlapping devs (e.g. Sonic 1 vs Sonic 3 or Leander vs 3D Blast for your own games) and showing the changes in the general tricks and how that improvement in understanding allowed better graphics, performance, and such.

  • @SyphistPrime
    @SyphistPrime 3 ปีที่แล้ว +1

    This is really clever and leads to an impressive looking game. It's amazing how you can make things look like they have a 3d engine while still being 2d.

  • @Squirrelsquid
    @Squirrelsquid 3 ปีที่แล้ว +2

    I love the music in Red Zone. IMO it sounds quite unique, and "danceable" if that makes sense.

    • @Damaniel3
      @Damaniel3 3 ปีที่แล้ว +1

      A lot of the music produced by demoscene coders (including the team that made this game) sounds like that - they may have done work on the Amiga (another 68k based system) and some of that knowledge carried over.

  • @shaunstephen9761
    @shaunstephen9761 3 ปีที่แล้ว

    That is really impressive!

  • @marcuslinkert1139
    @marcuslinkert1139 3 ปีที่แล้ว

    Most of the programmers were from the Amiga demo scene, so no surprise on the ingenuity. Also the music was done by Jesper Kyd.. another Amiga demo scene legend. quite cool!

  • @MaxOakland
    @MaxOakland 3 ปีที่แล้ว +1

    It looks so cool

  • @jagergerg9771
    @jagergerg9771 3 ปีที่แล้ว

    Love ur vids

  • @mr.proland8504
    @mr.proland8504 3 ปีที่แล้ว

    Thx for the old intro music again👍🏼

  • @AndyGaskin
    @AndyGaskin 3 ปีที่แล้ว

    Fascinating.

  • @HeatingUpDuke
    @HeatingUpDuke 3 ปีที่แล้ว

    I hope you are doing ok pal thanks for your vids !

  • @zsiles
    @zsiles 3 ปีที่แล้ว +1

    Great game with amazing graphics and tricks and it is a very difficult one, it took me many tries.

  • @ethograb
    @ethograb 3 ปีที่แล้ว

    This blew my freaking mind!

  • @dahahaka
    @dahahaka 3 ปีที่แล้ว

    Love the music!!!

  • @alexisread5325
    @alexisread5325 3 ปีที่แล้ว

    Nice writeup John! TBH I thought the coastline was polygons similar to Operation Harrier on the Atari ST and Amiga. The tile cycling was done quite a bit on the NES with the mmc3 but this takes it to a new level!
    Interestingly, you can get a good mode7 effect with simple line scrolling as in Vectorman level 2, and I'm guessing that the fzero demo uses a proper mode7 transform - there was a also a demo on the ST that did it (Rumpelkammer)

  • @Jordan4Ibanez
    @Jordan4Ibanez 3 ปีที่แล้ว

    Thank you for this :)

  • @mrnuage
    @mrnuage 3 ปีที่แล้ว

    I'm amazed at how far developper could go back in the day to achieve this kind of effect without having it implemented in the hardware. Some years ago, I was impressed to discover Contra 3 stored a lot of sprites angles to achieve the "rotating mode 7" boss while you could rotate yourself but this is another level. Storing tiles of different shapes just to draw the different shapes at different angles is as close as having fully calculated rotation on the 68k as possible.

  • @Ome_cent___
    @Ome_cent___ 2 ปีที่แล้ว

    Never knew this game, reminds me on desert storn but with way cooler technique. Definitly have to try this one! Thanks!

  • @pelgervampireduck
    @pelgervampireduck 3 ปีที่แล้ว +1

    you know what that cool music reminded me of? Descent on PC!.

  • @SullySadface
    @SullySadface 3 ปีที่แล้ว +24

    Wow, it's pretty crazy to think about all the sorta hacky stuff they had to do back in the day to make these effects on that hardware.

    • @johanjohan5881
      @johanjohan5881 3 ปีที่แล้ว +1

      ok!

    • @embodyingocean189
      @embodyingocean189 3 ปีที่แล้ว

      yeah indeed, and I'm kinda sad I never got to experience coding that, nowadays it's so easy

    • @xyzzy-dv6te
      @xyzzy-dv6te 3 ปีที่แล้ว

      @@embodyingocean189 you can still code for old systems like Genesis, but it isn't too practical

    • @johanjohan5881
      @johanjohan5881 3 ปีที่แล้ว

      @DPAD-FTW Yako

    • @embodyingocean189
      @embodyingocean189 3 ปีที่แล้ว

      @@xyzzy-dv6te I've been trying to figure out how to code java games for the nokia button phones, don't know where to start as there are no tutorials

  • @Nico-rr5co
    @Nico-rr5co 3 ปีที่แล้ว

    As a kid that was obsessed with Jungle Strike I'm surprised I never knew of this game. Impressive!

    • @txray3409
      @txray3409 3 ปีที่แล้ว

      That's because it's not a good game. It's a 'techdemo' made into a game. All eye candy no substance.

  • @ntompkins
    @ntompkins 2 ปีที่แล้ว

    I played a lot of Sub-Terrania as a kid after Gamepro gave it straight 5’s. I listened to about 2 bars of the background BGM on this video and immediately knew it was the same composer, along with Batman and Robin of course. This developer was on another level in the early 90s. I don’t remember this one though!