Fun with Next Features

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dave18
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Location: Bristol, UK

Fun with Next Features

Post by dave18 » Sun Jul 16, 2017 10:16 am

I've been playing around with Next code using the excellent ZESarUX emulator, wondering how well it could handle arcade conversions of 80s era games.

With the features already implemented its capabilities are starting to look pretty impressive.



If palette tricks can be applied to Layer 2 in the final specs things can be improved further, such as colour cycling the logo as per the arcade and the background stars in the intro.

Really looking forward to developing for this system.

Dave

Stefan123
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Re: Fun with Next Features

Post by Stefan123 » Sun Jul 16, 2017 12:23 pm

Nice :-)

JoeZX
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Re: Fun with Next Features

Post by JoeZX » Sun Jul 16, 2017 5:24 pm

first steps of our baby .. letter "Z" and both "UP" are sprites in border ?

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Pgartside
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Re: Fun with Next Features

Post by Pgartside » Sun Jul 16, 2017 5:52 pm

I asked about layer 2 being palletised but i think its direct colour 3,3,2 per pixel.
The only thing missing from the spec i can see to emulate most of the arcade machines is full range of scales and rotations, but there's plenty of memory to emulate them :)

dave18
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Re: Fun with Next Features

Post by dave18 » Sun Jul 16, 2017 6:22 pm

The UPs are sprites in the border, the Z is superimposed by ZESarux when it records the video

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ckirby101
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Re: Fun with Next Features

Post by ckirby101 » Sun Jul 16, 2017 6:49 pm

That looks great!!!!

dave18
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Re: Fun with Next Features

Post by dave18 » Sun Jul 16, 2017 7:44 pm

Layer 2 not being palettised is a shame as it means memory intensive inefficient workarounds. While memory isn't likely to be an issue it doesn't feel like it fits the spirit of the spectrum. Also, while we have lots of memory there will be some restrictions caused by banking 16k at a time.

To recreate the bubble bobble star effect I would need a table holding each star position and then write the new colour individually each frame. Probably involving ratcheting the mhz up to 28 in the vertical blank to do it. In a palettised world I would just need to update 3 palette entries each frame.

SamusDrake
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Re: Fun with Next Features

Post by SamusDrake » Mon Oct 02, 2017 8:48 am

Very nice!

Would be interesting to hear a NEXT remix of the theme tune.

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KyotoG
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Re: Fun with Next Features

Post by KyotoG » Tue Oct 03, 2017 2:15 am

"Layer 2 not being palettised is a shame as it means memory intensive inefficient workarounds."

Layer2, Sprites, and ULANext have all been changed to use palettes :)

dave18
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Location: Bristol, UK

Re: Fun with Next Features

Post by dave18 » Tue Oct 03, 2017 6:49 am

Yes, I saw, very good news. I've basically paused work on my little project as I need the specs tied down before I do any more work on the graphics interface. Things keep changing for the better but it does mean I have to keep recoding bits. Also, the emulators can't keep up so testing is difficult.

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