
it would be very difficult to explain in layman's terms you really had to grow up with coding from magazines, push and pop etc.
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Wed 17 Aug 2011, 14:52,
archived)

Only to find everyone on b3ta is talking 16-bit and blitters.
Way to make me feel late to the party... ;(
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Wed 17 Aug 2011, 15:11,
archived)
Way to make me feel late to the party... ;(

just wait until eggbox 360 and sony trainstation starts launching titles Crysis2 16bit can't wait
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Wed 17 Aug 2011, 15:18,
archived)

...a work in progress version of Wolfenstein 3D for the Atari ST right now, it's very playable.
It cheats a bit, all the graphics are stored Planar, rather than using Chunky-to-planar conversion, and there's a lot of pre-calc tables, but it runs full screen at about 15FPS on a stock 8MHz ST, without a BLiTTER, with the same speed and detail you'd see on a 486.
I used to be a tiny bit involved with it (I contributes a few routines that I can't remember now). Just goes to show what you can do when you've got a few decades to think about solving a problem!
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Wed 17 Aug 2011, 15:27,
archived)
It cheats a bit, all the graphics are stored Planar, rather than using Chunky-to-planar conversion, and there's a lot of pre-calc tables, but it runs full screen at about 15FPS on a stock 8MHz ST, without a BLiTTER, with the same speed and detail you'd see on a 486.
I used to be a tiny bit involved with it (I contributes a few routines that I can't remember now). Just goes to show what you can do when you've got a few decades to think about solving a problem!

Go to 1:48 on this Speccy demo. This is in 48K and pretty good:
www.youtube.com/watch?v=MchzKT_oufE
But demo coders are all up there own arses. All these '8-bit Wolfenstein' demos go nowhere as they get the scenery engine going and then fail doing objects.
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Wed 17 Aug 2011, 15:45,
archived)
www.youtube.com/watch?v=MchzKT_oufE
But demo coders are all up there own arses. All these '8-bit Wolfenstein' demos go nowhere as they get the scenery engine going and then fail doing objects.

www.pouet.net/prod.php?which=17247
Works fine on emulators. Grab a copy of STEeM and a TOS ROM and have fun.
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Wed 17 Aug 2011, 17:11,
archived)
Works fine on emulators. Grab a copy of STEeM and a TOS ROM and have fun.

I'm all about the eight bits. My ST and Falcon may have been my main 'production' computers for a long time (and in some ways, still are) but I'm so eight-bit, I shit SID chips!
I love seeing how far people can push older machines. Seeing an eight-bit Atari 800 doing textured tunnels, or plasma, or texture-mapped objects, on a stock machine with standard RAM and CPU, even though lower-resolution, is far more exciting than seeing say, an amig adoing the same.
People are more cretive when there are more limits. sixteen-bit machines have fewer limitations (unless you're using an Atari ST - a co-processor free design until 1987) so the eight bit demos and recent games are far more exciting and interesting. I once wrote an implementation of Pac-Man on a 1K ZX-81, in BASIC, with basic AI and everything. Astonishingly, WiL wrote almost the same version, about twenty years before we mwt (and eight years before I wrote my version). I squeezed every spare byte out of that machine, even reduced the screen size a couple of line to give me back about twenty bytes for the keyboard routines.
LET X=X+(INKEY$="8")-(INKEY$="5")
...wile stay with me forever.
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Wed 17 Aug 2011, 15:24,
archived)
I love seeing how far people can push older machines. Seeing an eight-bit Atari 800 doing textured tunnels, or plasma, or texture-mapped objects, on a stock machine with standard RAM and CPU, even though lower-resolution, is far more exciting than seeing say, an amig adoing the same.
People are more cretive when there are more limits. sixteen-bit machines have fewer limitations (unless you're using an Atari ST - a co-processor free design until 1987) so the eight bit demos and recent games are far more exciting and interesting. I once wrote an implementation of Pac-Man on a 1K ZX-81, in BASIC, with basic AI and everything. Astonishingly, WiL wrote almost the same version, about twenty years before we mwt (and eight years before I wrote my version). I squeezed every spare byte out of that machine, even reduced the screen size a couple of line to give me back about twenty bytes for the keyboard routines.
LET X=X+(INKEY$="8")-(INKEY$="5")
...wile stay with me forever.

I was quite good at 68K Assembly back in the day. We did half a semester on Computer Organisation on my degree course (we're back in 1999 now) and they picked a simple 68K based machine to teach us the basics (fetch-execute cycle, register design, binary math etc) because it was a mature, well-understood and relatively straightforward CISC machine to study. Of course I'd been coding for my Atari ST for years so I knew it already.
One assignment was to assemble three statements into machine code by hand, using only the manual to decode the statements. I remember doign this, showing all my working (addressing modes, etc) and when I put my three statements into DevPAC, and it assembled into EXACTLY the hex code I'd already written down, I was dead chuffed!
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Wed 17 Aug 2011, 15:15,
archived)
One assignment was to assemble three statements into machine code by hand, using only the manual to decode the statements. I remember doign this, showing all my working (addressing modes, etc) and when I put my three statements into DevPAC, and it assembled into EXACTLY the hex code I'd already written down, I was dead chuffed!