Well, the SNES has a total of 8 16-bit sample channels, similar to a MIDI device. But, it is also capable of playing pretty advanced samples if given the required data. Needs a lot of cartridge space though, which is why this kind of thing is rare in games.
Not sure what made me most happy; You creating and sharing this, or the TG14 crowd showing their appreciation by voting for it. I wouldn't expect any of them to even know what a SNES is :-D
This is by far the best demo I've ever seen For real, holy shit. Someone who finally made a demo that is fluid and not gaudy. This one was tastefully made, unlike a lot of demos which are made by people who are clearly more programmer than animator/designer.
Your assembly code has a major mistake: you have a branch that mistakenly goes back 96 bytes instead of forwards 160 bytes. This is because branches are signed.
yep, I know which one you're talking about ^^ found that when I was cleaning stuff up after the deadline. Doesn't cause any issues, tho :D these are the fun kinds of bugs you get with 100% custom tools ;D
It’s a shame most snes games never used this this level of graphical trickery - not even for an intro or a credits scroll where interaction isn’t needed
@mPky1 You could just search it up yourself, but here's some examples of games he's worked on: th-cam.com/video/nXKs1ZSgMic/w-d-xo.html th-cam.com/video/x3m3JrVImmU/w-d-xo.html th-cam.com/video/nt-AxAqlrOo/w-d-xo.html
Are you being deliberately obtuse, or just clueless to who and what you're linking to? Gamehut is almost entirely about Mega Drive programming. Sure there were SNES ports of some of these games, but that's not what the videos describe. Anyway, there are plenty of impressive feats in SNES games if you know where to look. Some of them merely look impressive, some of them are technically impressive. Some are hidden in plain sight. Like the Zelda: A link to the Past intro. That triforce is the SNES doing 3d graphics with no extra hardware helping out. Chrono trigger pulls the rotating tower effect, Tales of phantasia crams in a 2+ minute long intro song with full lyrics. (plus about 150 voice samples in the game itself.) - it also manages to create a very stunning water reflection effect. Terranigma has some seriously weird mode 7 cylinder effects going on for it's underworld map. There are multiple raycasting based 3d shooters (wolfenstein, and parts of Jurassic Park, amongst others), Doom exists, which is a miracle in itself. (sure it uses the SuperFX, but even then. Wow.) There are a ton of subtle touches all through the SNES library that resemble demoscene stuff on a technical level, if you actually know what you're looking at... And while that's a SuperFX title, you should see Winter Sports in action. If that's not the most European demoscene inspired game intro I've ever seen, I don't know what would be. XD (there's an amiga demo with a very similar feel to it, for one.) Although it's obvious it isn't when you know what you're looking at, Winter Gold also does an amazing job of feeling less like a SNES game and more like an N64 one. (everything from how the menus are designed to the primarily 3d gameplay to the soundtrack, to subtleties like the way the Nintendo logo is used really look more like n64 design than SNES.)
@mPky1 - not this nonsense again. Clearly someone that hasn't ever tried to use either of those two CPU's for anything at all... A Mega Drive isn't doing most of those things either. Very similar systems in a lot of ways - if you actually understand anything about hardware and don't just spout nonsense...
That is so cool!!! I love these demos with their amazing tricks on hardware that wasn't supposed to be able to do those type of things. And of course, the awesome music. :D :D :D
I learned quite later that even SuperFX is a glorified CPU for software rendering not a GPU as I used to think. Anyway, cool demos, they inspire me to make something for the SNES, I was looking at the docs and started trying stuff with WLA assembler.
The Nintendo 64 was the first Nintendo console to have an actual vectorial processor for graphics. The N64's Silicon Graphics RCP (Reality Co-Processor) is a dedicated graphics processor. Most people don't consider it to be a GPU simply because it is older than the Geforce 256 but I do think about it as a GPU because of it's algebraic capabilities.
The RCP is some combination of processor and DSP chip. It's hard to really identify what exactly the DSP chip does, but the processor, ironically perhaps, is from the exact same family as the main CPU. SuperFX is indeed a RISC CPU of sorts, though it has some unusual design features regarding how it handles data. It also has a dedicated pixel plotting function. You might wonder why it needs one... Well, the short answer is... Because the SNES mostly uses bitplane based graphics. And if you've ever drawn a graphics routine from scratch, you'll quickly realise that bitplanes are a massive pain to work with. You cannot simply plot individual pixels, because depending on the graphics mode that may be up to 8 times slower than drawing pixels in horizontal rows. Drawing horizontal lines is fast. Drawing vertical ones is your worst nightmare. It follows that a polygon fill routine could be reasonably fast, because it draws mostly horizontal lines. A vector graphics routine though... Would kill you. This is definitely an explanation for why both the SuperFX and SA-1 Co-Processors have dedicated packed pixel to bitplane conversion functionality. (they do it using quite different methods, but both have explicit hardware functions for that purpose). It also follows that having to deal with bitplane graphics is one of the major reasons why the SNES seems to be unable to draw polygons without assistance. People blame the CPU, but considering the overhead, I'm not really convinced anymore the 'slow' CPU is the main reason. Or at the very least, working around the bitplane graphics and the logistical nightmare of drawing single pixels efficiently in such graphics modes can't be easy...
Ramon Zarat Totally - Ferris did a write up about it somewhere. Still a fair mission to get working though. The newer stuff is more code-centric effects wise.
I'm still working on the tools, and they're not where I want them to be yet.. when they are tho, a full breakdown of the tech and how it's used here will definitely be in order :D
All graphics are stored pre-rendered in ROM (which is why it is so big) and are placed on screen dynamically. So basically it's a really fancy optimized animplayer ;) Needless to say the outcome is really neat.
madmax2069 Basically yes but it works without special chips. The data can be reduced enough to put in a standard ROM. And there's probably some interesting technical details about how the optimization works. I haven't looked that close though. ;)
zlkjsfhgjki as dkjfa;l The SNES sound chip was made by Sony and only can read compressed Samples unlike the PC Engine or Sega Mega Drive which had sample options but also mainly used "chip tunes" that are electronic sounds created internally in their sound chips.
Snes is indeed based entirely on samples. Though it can do all kinds of things to them like pitch bend, modulation, envelope, panning, etc. This is what makes it a sample based synthesiser rather than just a sample playback chip. Technically the SNES can also play uncompressed 16 bit 32 khz samples, but doing so is a bit of a hack. The SNES has an echo feature that works by recording the output of all the sound channels and then playing them back at a delay - if you overwrite the memory buffer it uses for this, it will instead play uncompressed sound samples. But this means streaming data continuously from the main system to the audio chip. Which, while possible, is not exactly trivial.
Yep. The Super Nintendo's GPU was definitely it's strong point. That was a pretty amazing tech demo (sound design as well)! There were some pretty incredible things you could do with it inspite of having such a slow CPU.
Zana GB the cpu's not as good as a 68k but it's better than a 6502 and clocked way faster. and the graphics hardware's leaps and bounds better in other ways than just color depth. it's kinda like saying the genesis is a master system with a 68k in it.
Zana GB feel free to do it yourself then, instead of bitching about how unsatisfied you are with my work all over the place. If everything I did was as easy as you claim, then it shouldn't take you too long. ;)
Zana GB Do you work for the government? Because you have a real nack for misinformation. 86 filled triangles at 25fps on snes is not possible. The way you are comparing the snes to the C64 make me think you believe the snes has direct access to vram..Which is doesn't. If you are saying it is possible at less that 25fps, then yeah of course.. you can make shit demos on many platforms. You could have AO on c64 if you want to spent a day rendering per frame. Bad math and snarky language does not a demo make. On the bright side you do seem very interested in demos on the snes; you should make one, the scene always has room for pushing the platform. Good luck!
+Thomas Newfield yeah, I coded this in a hurry and didn't have time to do the NTSC port. I will at some point tho - same with smash it and the other stuff we're cooking up :)
You know having using the real limitation of the spc 700, i wonder how you get that pumping dynamic compression on the BRR sample, cause we have only acess to 64kb of ram for the sample and the midi sequence...
Nesrocks Gaming Videos ... It was a big-players-only game in it's day. Industry secrets, super expensive dev kits and software that required some system grunt to work! It's because we can emulate it all now and that the "secrets" are out (thanks modern internet). It was why so many games devs all started on machines like the Amiga / C64 / Atari. Anyone with skill could jump in!
PiccoloNamek yea overdrive 2 is wayyyyyyyyyyyyyyyyyyy better than this ass crap in fact it shows the genesis is more powerful than the snes genesis for life eternity and Beyond!!!!!
Does it have to be a competition?? The Snes has some amazing features and so does the Genesis. This is pretty great especially for being developed by 1 guy. Titan 2 is an amazing demo though! I especially like what they did with the Yamaha sound chip. At one point you wouldn't think it was a Genesis.
Nintendo fan: _Wow, thats the best the SNES can do? I'm so impressed! TITAN TEAM:Just hold my beer kid, ill show you what a real console can do! th-cam.com/video/gWVmPtr9O0g/w-d-xo.html Sega does what Nintendon't 😎
The Demoscene constantly blows my mind.
This term is largely outdated.
Diki Dera pouet still says that it's demoscene
SONIC SPIN It's still the demoscene. Well and truly.
Diki Dera Not
Diki Dera no it’s not
Holy shit... can you imagine how many minds would've been blown by this, back in the day?!
Fantastic! My favorite part is every frame and every bit of audio.
me too!
The music sounds way non-SNES-like and non-demoscene-like. Awesome because it's really cool and modern
+ToxicCaves64 thanks ^^
Well, the SNES has a total of 8 16-bit sample channels, similar to a MIDI device. But, it is also capable of playing pretty advanced samples if given the required data. Needs a lot of cartridge space though, which is why this kind of thing is rare in games.
Snes is way Snes like
??? Snes has way more than that
??? Doesn’t need a lot of cartridge space dude
Not sure what made me most happy; You creating and sharing this, or the TG14 crowd showing their appreciation by voting for it. I wouldn't expect any of them to even know what a SNES is :-D
hahahaha
I still have no idea what it is. Every time I google it I just get pages of images of black rappers.
Man that music is banging.
This is by far the best demo I've ever seen
For real, holy shit. Someone who finally made a demo that is fluid and not gaudy. This one was tastefully made, unlike a lot of demos which are made by people who are clearly more programmer than animator/designer.
Stray Medicine Not true
maybe check out some old Melon Design demos :)
@@firemonger5409 wut?
Your assembly code has a major mistake: you have a branch that mistakenly goes back 96 bytes instead of forwards 160 bytes. This is because branches are signed.
yep, I know which one you're talking about ^^ found that when I was cleaning stuff up after the deadline. Doesn't cause any issues, tho :D these are the fun kinds of bugs you get with 100% custom tools ;D
30 ppl upvoting this like they know what tf this dude is talking about lol
@@ar_xiv i barely grasp the concept but applaud the degree of engagement this commenter had with the artwork.
KungFuFurby even though that’s bullshit
yupferris Stfu and no
The soundtrack is fire af
Blew my mind at TG, now I've just watched it again and it's great!
Very nice. I got an emulator and the rom just to see it in real time
It’s a shame most snes games never used this this level of graphical trickery - not even for an intro or a credits scroll where interaction isn’t needed
I mean, this probably took up the entire cartridge!
Have you ever watched gamehut? There's many SNES games that pushed the graphics capabilities to its limits.
@mPky1 You could just search it up yourself, but here's some examples of games he's worked on:
th-cam.com/video/nXKs1ZSgMic/w-d-xo.html
th-cam.com/video/x3m3JrVImmU/w-d-xo.html
th-cam.com/video/nt-AxAqlrOo/w-d-xo.html
Are you being deliberately obtuse, or just clueless to who and what you're linking to?
Gamehut is almost entirely about Mega Drive programming.
Sure there were SNES ports of some of these games, but that's not what the videos describe.
Anyway, there are plenty of impressive feats in SNES games if you know where to look.
Some of them merely look impressive, some of them are technically impressive.
Some are hidden in plain sight.
Like the Zelda: A link to the Past intro.
That triforce is the SNES doing 3d graphics with no extra hardware helping out.
Chrono trigger pulls the rotating tower effect, Tales of phantasia crams in a 2+ minute long intro song with full lyrics. (plus about 150 voice samples in the game itself.) - it also manages to create a very stunning water reflection effect.
Terranigma has some seriously weird mode 7 cylinder effects going on for it's underworld map.
There are multiple raycasting based 3d shooters (wolfenstein, and parts of Jurassic Park, amongst others), Doom exists, which is a miracle in itself. (sure it uses the SuperFX, but even then. Wow.)
There are a ton of subtle touches all through the SNES library that resemble demoscene stuff on a technical level, if you actually know what you're looking at...
And while that's a SuperFX title, you should see Winter Sports in action.
If that's not the most European demoscene inspired game intro I've ever seen, I don't know what would be. XD
(there's an amiga demo with a very similar feel to it, for one.)
Although it's obvious it isn't when you know what you're looking at, Winter Gold also does an amazing job of feeling less like a SNES game and more like an N64 one. (everything from how the menus are designed to the primarily 3d gameplay to the soundtrack, to subtleties like the way the Nintendo logo is used really look more like n64 design than SNES.)
@mPky1 - not this nonsense again.
Clearly someone that hasn't ever tried to use either of those two CPU's for anything at all...
A Mega Drive isn't doing most of those things either.
Very similar systems in a lot of ways - if you actually understand anything about hardware and don't just spout nonsense...
Mindblowingly good. Both the gfx and stonking audio.
wont stop listening to this
So fresh!!!
I like how there’s attention to taking it out of the SNES like it was going to explode or something.
Simply amazing!
I am so into this.
Sick demo . . .
nice Super Famicom demo desu! floppy diskに入る容量ですね、感動しました
bro i cant stop watching this its like cheese... I... WANT... MORE...
Best snes demo
Reminds me of hotline Miami for some reason
It does have very hotline-ish colors..
Just Hotlines and Beats: SNES Edition
MOAR
amazing track
Sweet synth bass at 1:05!
That is so cool!!! I love these demos with their amazing tricks on hardware that wasn't supposed to be able to do those type of things. And of course, the awesome music. :D :D :D
Holy shit, Ferris! It still gives me chills.
what modern music sounds like if it was played on a super nintendo
Well this sounds great.
Sort of a silly question, but is there a place to download the audio for this? It's such an awesome track.
Polygons here. I am wondering if you are using SuperFX in the cartidge, or just very good CPU software rendering.
Straight CPU
I learned quite later that even SuperFX is a glorified CPU for software rendering not a GPU as I used to think.
Anyway, cool demos, they inspire me to make something for the SNES, I was looking at the docs and started trying stuff with WLA assembler.
The Nintendo 64 was the first Nintendo console to have an actual vectorial processor for graphics. The N64's Silicon Graphics RCP (Reality Co-Processor) is a dedicated graphics processor. Most people don't consider it to be a GPU simply because it is older than the Geforce 256 but I do think about it as a GPU because of it's algebraic capabilities.
The RCP is some combination of processor and DSP chip. It's hard to really identify what exactly the DSP chip does, but the processor, ironically perhaps, is from the exact same family as the main CPU.
SuperFX is indeed a RISC CPU of sorts, though it has some unusual design features regarding how it handles data.
It also has a dedicated pixel plotting function.
You might wonder why it needs one... Well, the short answer is... Because the SNES mostly uses bitplane based graphics.
And if you've ever drawn a graphics routine from scratch, you'll quickly realise that bitplanes are a massive pain to work with.
You cannot simply plot individual pixels, because depending on the graphics mode that may be up to 8 times slower than drawing pixels in horizontal rows.
Drawing horizontal lines is fast.
Drawing vertical ones is your worst nightmare.
It follows that a polygon fill routine could be reasonably fast, because it draws mostly horizontal lines.
A vector graphics routine though... Would kill you.
This is definitely an explanation for why both the SuperFX and SA-1 Co-Processors have dedicated packed pixel to bitplane conversion functionality. (they do it using quite different methods, but both have explicit hardware functions for that purpose).
It also follows that having to deal with bitplane graphics is one of the major reasons why the SNES seems to be unable to draw polygons without assistance.
People blame the CPU, but considering the overhead, I'm not really convinced anymore the 'slow' CPU is the main reason.
Or at the very least, working around the bitplane graphics and the logistical nightmare of drawing single pixels efficiently in such graphics modes can't be easy...
SA - 1?
This is very cool.
Awesome song and stylish video.
But reading a bit of the comments i have to ask the question is this just FMV or not?
Yes, it's streamed straight from the cartridge.
Ramon Zarat Totally - Ferris did a write up about it somewhere. Still a fair mission to get working though. The newer stuff is more code-centric effects wise.
Nice
Awesome tech demo! Some technical documentation would be really interesting :)
I'm still working on the tools, and they're not where I want them to be yet.. when they are tho, a full breakdown of the tech and how it's used here will definitely be in order :D
All graphics are stored pre-rendered in ROM (which is why it is so big) and are placed on screen dynamically. So basically it's a really fancy optimized animplayer ;)
Needless to say the outcome is really neat.
Maximilian Rehkopf so basically its just a FMV with the help of the DSP in the flashcart to play it ?
Maximilian Rehkopf sorry, not DSP, but MSU-1
madmax2069 Basically yes but it works without special chips. The data can be reduced enough to put in a standard ROM. And there's probably some interesting technical details about how the optimization works. I haven't looked that close though. ;)
the moment you realize the creator for just shapes and beats was inspired by this
Wai wha
dammmn this is tight
i wonder how you managed to make it sound modern. is it because snes uses samples?
zlkjsfhgjki as dkjfa;l The SNES sound chip was made by Sony and only can read compressed Samples unlike the PC Engine or Sega Mega Drive which had sample options but also mainly used "chip tunes" that are electronic sounds created internally in their sound chips.
Snes is indeed based entirely on samples. Though it can do all kinds of things to them like pitch bend, modulation, envelope, panning, etc.
This is what makes it a sample based synthesiser rather than just a sample playback chip.
Technically the SNES can also play uncompressed 16 bit 32 khz samples, but doing so is a bit of a hack.
The SNES has an echo feature that works by recording the output of all the sound channels and then playing them back at a delay - if you overwrite the memory buffer it uses for this, it will instead play uncompressed sound samples. But this means streaming data continuously from the main system to the audio chip.
Which, while possible, is not exactly trivial.
KuraIthys Basically what wavetable synthesis is. Performing mathematical operations on sampled waveforms to generate new sounds.
I hoped for something different haha. Nice polygons ^^
Yep. The Super Nintendo's GPU was definitely it's strong point. That was a pretty amazing tech demo (sound design as well)! There were some pretty incredible things you could do with it inspite of having such a slow CPU.
Zana GB SNES would have rocked out of they would have done that... big time!
Zana GB the cpu's not as good as a 68k but it's better than a 6502 and clocked way faster. and the graphics hardware's leaps and bounds better in other ways than just color depth. it's kinda like saying the genesis is a master system with a 68k in it.
Zana GB feel free to do it yourself then, instead of bitching about how unsatisfied you are with my work all over the place. If everything I did was as easy as you claim, then it shouldn't take you too long. ;)
Zana GB
Do you work for the government? Because you have a real nack for misinformation.
86 filled triangles at 25fps on snes is not possible. The way you are comparing the snes to the C64 make me think you believe the snes has direct access to vram..Which is doesn't.
If you are saying it is possible at less that 25fps, then yeah of course.. you can make shit demos on many platforms. You could have AO on c64 if you want to spent a day rendering per frame.
Bad math and snarky language does not a demo make.
On the bright side you do seem very interested in demos on the snes; you should make one, the scene always has room for pushing the platform. Good luck!
Those rings in the intro kinda remind me of a custom iPod theme I saw once
can confirm, this works well with the bizhawk emulator!
This is fucking amazing!
Loading this on a Super UFO 8 Pro Floppy (which I cannot find any info on) like a champ!
Has anyone used this song in a montage parody?
!!!!!!! oh my god
that Nintendo Step tho
Step?
@@RWL2012 i dont remember commenting this, nor do i remember this song.. so i have no idea
Does not display properly on NTSC SNES Mini / Jr. with universal SD2SNES. Else effin awesome demo & tune!
Thomas Newfield Sorry! I recently bought an NTSC unit so we can maybe support it in the future :-)
+debuglive Thats awesome, now if only the people who made c64 demo's did that...
+Thomas Newfield yeah, I coded this in a hurry and didn't have time to do the NTSC port. I will at some point tho - same with smash it and the other stuff we're cooking up :)
@@CTRIX64 you guys never got around to doing this, I guess? :(
Can't even imagine how he did that, its still tiles?
it was all just a video being displayed on snes; very disappointing imo
imagine if this was a game
You know having using the real limitation of the spc 700, i wonder how you get that pumping dynamic compression on the BRR sample, cause we have only acess to 64kb of ram for the sample and the midi sequence...
I was just looking at some mega drive demos so I thought I'd have a look at some SNES ones.
This is so punk. I imagine what would have to have been different for indie stuff to be released like this during the snes era.
Nesrocks Gaming Videos ... It was a big-players-only game in it's day. Industry secrets, super expensive dev kits and software that required some system grunt to work! It's because we can emulate it all now and that the "secrets" are out (thanks modern internet). It was why so many games devs all started on machines like the Amiga / C64 / Atari. Anyone with skill could jump in!
I love the music! Can I download/buy it somehow?
go to a TH-cam downloader copy the link and export as mp3
There is a demo page online, forgot where, that has an mp3 of the audio without the extra youtube compression.
wow...
that's awesome. great music. this runs on a stock snes?
yep!
makes me think... one COULD port super hexagon on the snes
I love this idea so much!
@@SeanTilley ikr
3D on the SNES wow
Nice demo. Is there a rom available so I can try it on my own snes?
you can get the rom here: www.pouet.net/prod.php?which=62927 it's pal only, tho ^^
Will this demo work on an American Super Nintendo tendo
yupferris That's fine. I have a pal snes.
why you didn't use shader?
mind="blown"
How even??!
Does this use ANY sprites?
Does it mean SNES can handle Super Hexagon?
no super fx needed!
This doesn't sound compressed
HOW
It's so modernized, on an old console
Wubwub
Reminds me of PASWG
Eww... blurry composite video, cool demo tho
I like overdrive by Titan better
Bonzi Buddy yes, overdrive is more various.
You should see Overdrive 2!
PiccoloNamek yea overdrive 2 is wayyyyyyyyyyyyyyyyyyy better than this ass crap in fact it shows the genesis is more powerful than the snes genesis for life eternity and
Beyond!!!!!
Does it have to be a competition?? The Snes has some amazing features and so does the Genesis. This is pretty great especially for being developed by 1 guy. Titan 2 is an amazing demo though! I especially like what they did with the Yamaha sound chip. At one point you wouldn't think it was a Genesis.
djlobb yea with the scaling and 3D models!!!!
what in the actual fuck
Nintendo fan: _Wow, thats the best the SNES can do? I'm so impressed!
TITAN TEAM:Just hold my beer kid, ill show you what a real console can do! th-cam.com/video/gWVmPtr9O0g/w-d-xo.html
Sega does what Nintendon't 😎
While the titan one looks impressive, im still impressive at this
Maybe you should make a demo that can locate the person who asked.
Not convincing.
Music not NES sound chip. Uncannonical. Not cool. Very not cool.
This is playing on a snes you know check in the description