@shrapnelenema 1- Don't know about similar projects for the Game Boy, but I don't see why the same technique can't be used. I imagine you know Tyrannosaurus Tex and Faceball 2000, right? 2 - I don't think further color reduction would help much. The textures are already monochromatic (each kind of wall only has "light" and "dark" pixels) , and the time spent on coloring walls is negligible. 3 - Download the ROM and you'll see it has more textures. Up to 128 textures are possible, I think.
i used to laugh at uncle fester's quest. it had raycasting, but it wasn't really xD just pushing a button changed a frame on the screen :P very clever eh?
Does your rom use any expancion chips? You know, an expancion chip could very well be another processor to help the NES's own processor (and yes, nes can have expancion chips with some hardware mod but i think you already knew this). That way, you can have a bit more like music, enemies, items, title screens and other such things.
@estlib A scanline counter would allow the floor to have a different color than the sky, and the extended tile attribute mode of the MMC5 would allow up to 6 wall colors per frame instead of just 3. The problem is that the only way to obtain these chips is by destroying original carts, so I'd rather stick to the simpler mappers that can be cloned easily. Title screens and music can be added for sure, but populating the maze with objects/enemies will make things slightly slower.
I hope this project will be finished. NES is not one of my favourite platforms but its good to see that there are still developments for almost every 8bit systems.
It works on the NES just as well as it does on emulators. The timing is pretty tight though, if I give the CPU any more work (with things such as music or enemies) it will certainly slow down a bit.
Using look-up tables, combining multiple calculations in one and restricting resolution and colors to reduce the number of tiles necessary to represent all the height and texture combinations. =)
I'm not that familiar with the NES but I assume all the visible graphics are background tiles. Would it be possible to have sprites in the level?
The main problems I could see is having them scale which would eat up space for different distances, and having them clip behind bg tiles. Is this a proof of concept or do you plan to work further?
I'm not sure if I'll develop this any further. I have thought of a way to locate, scale and draw objects/enemies using sprites, but I won't be able to maintain the same frame rate if I implement *anything* new, so I'm not very motivated...
Bummer. Are there things that motivate you then? Like a personal game? It'd be a shame for your knowledge to go to waste since you obviously know your shit on the NES, and only a handful of people do these days.
Heh, that would be really cool. If you do something like that, be sure to put up a link to the rom! I downloaded the on you put up, its pretty amazing that first person can be done on such limited hardware!
@xtokumaru
That's amazing! Congratz! Where do I get the code for this ROM?
MTd2 3 weeks ago
Great graphics for the NES! I wouldn't have believed it if I didn't see it!
spyder1138 4 weeks ago
So, do we get a source code or what? :D
du0lol 2 months ago
and this would be fully playable on an NES?
deathbyplutonium 3 months ago
@deathbyplutonium Yes, this program works perfectly on the NES. I'll try to post a video of the latest version running on my console soon.
xtokumaru 3 months ago
@xtokumaru then you need to make a first person shooter!
deathbyplutonium 3 months ago
NESenstien 3D!
CaptainAppleManFilms 5 months ago
This would have been so impressive back in NES times...
Invisibrah 6 months ago
i like where this is heading. i have a few questions:
-is anyone doing anything like this for game boy (reg or color)?
-would it be faster (in implementation with enemies/items) to go monochromatic (b/w) with either the wall textures, or the sprites?
-are you limited to one "texture" for walls?
shrapnelenema 7 months ago
@shrapnelenema 1- Don't know about similar projects for the Game Boy, but I don't see why the same technique can't be used. I imagine you know Tyrannosaurus Tex and Faceball 2000, right? 2 - I don't think further color reduction would help much. The textures are already monochromatic (each kind of wall only has "light" and "dark" pixels) , and the time spent on coloring walls is negligible. 3 - Download the ROM and you'll see it has more textures. Up to 128 textures are possible, I think.
xtokumaru 7 months ago
i used to laugh at uncle fester's quest. it had raycasting, but it wasn't really xD just pushing a button changed a frame on the screen :P very clever eh?
izlude2 7 months ago
Now you're playing with power.
SuperShadow 10 months ago
@SuperShadow Raycaster power.
Dark0Lord7 10 months ago
Very nice try!
Optimus6128 11 months ago
SOMEONE MUST MAKE DOOM FOR THE NES! And then make it available on cartridge!!
vacuumnoise 11 months ago
Does your rom use any expancion chips? You know, an expancion chip could very well be another processor to help the NES's own processor (and yes, nes can have expancion chips with some hardware mod but i think you already knew this). That way, you can have a bit more like music, enemies, items, title screens and other such things.
estlib 1 year ago
@estlib A scanline counter would allow the floor to have a different color than the sky, and the extended tile attribute mode of the MMC5 would allow up to 6 wall colors per frame instead of just 3. The problem is that the only way to obtain these chips is by destroying original carts, so I'd rather stick to the simpler mappers that can be cloned easily. Title screens and music can be added for sure, but populating the maze with objects/enemies will make things slightly slower.
xtokumaru 1 year ago
@xtokumaru hmm... in that case... DOOM PLEEZ :D
estlib 1 year ago
@xtokumaru the powerpak emulates expansion chips.
ZenPunk 2 months ago
I had a dream like this once. Doom on NES.
InsanimationStudios 1 year ago
@InsanimationStudios That would be incredible.. Doom in an 8 bit wolf3D way.. I'd play that allll the time.
FacePlant92 1 year ago
I hope this project will be finished. NES is not one of my favourite platforms but its good to see that there are still developments for almost every 8bit systems.
1xWertzui 1 year ago
would it run that smooth on a real NES?
happygameshow 1 year ago
@happygameshow
It works on the NES just as well as it does on emulators. The timing is pretty tight though, if I give the CPU any more work (with things such as music or enemies) it will certainly slow down a bit.
xtokumaru 1 year ago
That's awesome, I love it when people push the boundries of what machines can do.
SuperFeimer 1 year ago
If I saw this back in 89 my head wouldve exploded in disbelief
TeamFortressKilla 1 year ago 9
@TeamFortressKilla this is from '91 KQAhnNiOu54
shrapnelenema 7 months ago
maybe if ever put in enemie support and modding tools, I could try Wolfenstein 3d on NES
boobidee 1 year ago
HOW ARE YOU DOING THAT
GameFreakDude 1 year ago
@GameFreakDude
Using look-up tables, combining multiple calculations in one and restricting resolution and colors to reduce the number of tiles necessary to represent all the height and texture combinations. =)
xtokumaru 1 year ago 8
@xtokumaru ok wow
that sounds like a lot of work right there
can it play doom
GameFreakDude 1 year ago
@xtokumaru You do realise that if you did this while the NES was popular you'd be a millionaire by now right? Sigh...
gevelegian 1 year ago
"WARNING: the walls are not solid yet"?
More like "AWESOME: the walls are not solid yet".
I love how it freaks out when you try to walk out there.
Also I think it would be fantastic if you decided to finish this in game form, even if it had to become a little less smooth framerate-wise.
CommodoreKulor 1 year ago
@CommodoreKulor
I really enjoyed your comment, so I have to say I'm sorry for finally adding the collision detection... =)
xtokumaru 1 year ago
NES with 3D graphics is amazing, Soon enough, Wolfenstien 3D could be ported
boobidee 1 year ago
wow this would be great for an eye of the beholder type game, great work. Much smoother and easier to recognize depth than other examples.
achillesian 1 year ago
Hey, that's pretty cool! You never know what you might achieve, keep working on it!
inky840 2 years ago
This is excellent, I'm really impressed.
I'm not that familiar with the NES but I assume all the visible graphics are background tiles. Would it be possible to have sprites in the level?
The main problems I could see is having them scale which would eat up space for different distances, and having them clip behind bg tiles. Is this a proof of concept or do you plan to work further?
zaelie 2 years ago
I'm not sure if I'll develop this any further. I have thought of a way to locate, scale and draw objects/enemies using sprites, but I won't be able to maintain the same frame rate if I implement *anything* new, so I'm not very motivated...
xtokumaru 2 years ago
Bummer. Are there things that motivate you then? Like a personal game? It'd be a shame for your knowledge to go to waste since you obviously know your shit on the NES, and only a handful of people do these days.
zaelie 2 years ago
I just want a start screen on it that says "Doom" and the Map 1 Doom song during play :-)
jeremysart 2 years ago
The title screen I'd be able to make, but I'm not very good with music!
xtokumaru 2 years ago
Heh, that would be really cool. If you do something like that, be sure to put up a link to the rom! I downloaded the on you put up, its pretty amazing that first person can be done on such limited hardware!
jeremysart 2 years ago
This is Incredible! Well done! I never thought this could be possible!!
PhatPhunk 2 years ago
looks good so far. 3d on nes, hooray \o/
Kojote1980 2 years ago
I disgree! I don't think the walls look that bad.
I mean, I know that they're there for "Proof of Concept", but they don't look as bad as you think.
netsurferx1 2 years ago