The damage animation looks if megaman grows suddenly and then shrinks again, I don't know if it's seems that way to someone else. Either way, great proyect. Keep it up.
@RollingCutter28 күн бұрын
It's really been 8 months? Please keep working on this project!
@randomcardboardbox239624 күн бұрын
Please don’t remind me :<, it’s tough having progress and not having the time to make a video showing it off.
@atirutwattanamongkol8806Ай бұрын
If you're having trouble optimizing, might I interest you in LLVM-MOS? It supports the CX16 and generate way faster codes than CC65. I used it for everything 6502 until I moved on to Z80.
@hamesparde9888Ай бұрын
Nice. 😊
@ArneChristianRosenfeldtАй бұрын
I just checked the FPGA and it has DSP cores with MAC. Do we see any of this? Is it used to simulate the analog part of SID?
@zerobyte802Ай бұрын
Seeing this is exactly why I was such a YM2151 evangelist earlier in the X16 history. I knew the X16 could do 16bit quality games and wanted 16bit era sounds to match. I’m curious what the ZEROPAGE conflict might have been with Zsound. I suspect your ZP declarations were done with equates / defines and not .res ?
@desertfish74Ай бұрын
This looks gorgeous. Interested in any follow ups you might post.
@groovingood2 ай бұрын
Really nice vid, dude
@pixelgamesSARLS2 ай бұрын
Very interesting and inspiring approach to creating an object system in c!
@KettleClogScratch3 ай бұрын
this porject is REALLY REALLY cool. Please keep working on this!!!
@KettleClogScratch3 ай бұрын
so cool
@isaactanner64034 ай бұрын
Why don't you try to scroll the screen up and down when jump and use the “best screen fit” as resolution ? I parallax is an option to move scenario, of course… Anyway, great job !!
@BubblegumCrash3324 ай бұрын
Great pixel art 🎨🎨
@mminumm5 ай бұрын
This one almost look like my dream come true as a megaman fan who started playing in MM7! I'm more than happy enough to just watch these devlogs. thx for bringing this to the existence 🫡
@fangoriauk6 ай бұрын
Love this video! also the line "I want the game to look like beautiful like stunning like Metal Slug & Marvel vs Capcom had a baby" was just comedy gold ;) brilliant!
@SgtBearPatrol6 ай бұрын
This is really great! I have pre-ordered a commander X 16 for the next batch, so this is very useful. I know other people have mentioned the music loudness, but I actually have a hard time focusing on anything when music is in the background. You’re giving some really interesting information that is going to be very helpful for me. Would you consider just using the music for demos, intros, and outro? Keep up the good work!
@gepu557 ай бұрын
Absolutely amazing video, super well explained ❤
@ihortanchyn91347 ай бұрын
Awesome video! Looking forward for a new one!
@potato27717 ай бұрын
you are trini?
@xenotiic83567 ай бұрын
Subscribing to see part 3, this already looks so cool!
@danieldougan2697 ай бұрын
Have you heard from Capcom about this? I would expect a nasty letter.
@enderprism90557 ай бұрын
I'm super excited for Com(ega)mander X16!
@WyrdieBeardie7 ай бұрын
I love the updated movement! There's lots of tricks used by NES games for doing this efficiently. You've made amazing progress, it's truly impressive. One other thought, if you haven't done it already. How you organize your memory usage can also give you some speedups. If data structures are in an array, you can have jump tables. Ir you can update even game objects on even frames, and odd game objects on odd frames. You can also mix code and data for your game objects to reduce the heavy cost of certain JMP instructions and replace them with JMP absolute ones. The explanation is kinda wordy, so let me know if you want to know more about this sort of thing. There's a few approaches...(possibly) Oh, and don't forget about how zero page can speed things up. 😃
@ShawnBrezny8 ай бұрын
The story continues... love it!
@ShawnBrezny8 ай бұрын
Enjoyed the story and technical presentation, well done!
@paulunga8 ай бұрын
This continues being an insanely well-made devlog! Really enjoy seeing your progress. Some feedback: - The music was a bit loud at times, maybe duck it some more while your explaining stuff? (Crisps' music sounds great though) - While I appreciate all the fancy animations you added in this video, you could definitely cut back on those and save yourself some time. I'm sure you'll figure it out. Only two videos in and you're already doing some great stuff!
@acpure3498 ай бұрын
Bro are you Trinidadian or Grenadian by any chance?
@whtiequillBj8 ай бұрын
Do you think you'll re-create the sprites to be original characters so as not to get a cease and desist from Capcom?
@UnwittingSweater8 ай бұрын
This is great.
@randomcardboardbox23968 ай бұрын
Thx a bunch :)
@dan_loup8 ай бұрын
On the level size problem, you could use the same technique the NES games use to save on space. Instead of using a map of individual tiles, they have this bank of 4x4 tile blocks and assemble the level out of those. You save quite a lot of memory with it.
@randomcardboardbox23968 ай бұрын
I thought about doing that but unfortunately it wouldnt work. The memory problem i was having was vram memory. The data in vram needs to be uncompressed because thats where the graphics are actually rendered from. Thx for the suggestion still though :)
@dan_loup8 ай бұрын
@@randomcardboardbox2396 I see. On the project i'm very slowly working on, the level data is fetched off the main ram, and just the current tilemap is on the VRAM because i can't finely define where to start etc.. so in my case is pretty beneficial as it don't burn into the main memory
@johndough81158 ай бұрын
Artist here: While its not always seen in older games... a "Bokeh" Focus effect for the background, can create a much greater sense of 3d Depth, as well as to help keep the player from getting confused with foreground & background graphical details. The added benefit, is that slightly burred + less details in the backgrounds = More potential performance levels. (and maybe even the use of More parallax layers in total... which gives even more 3d Depth effect). For a test, take a snapshot of the game screen.. with those mountains in the background. Use a simple photoshop Blur filter, only on the Mountain area.. and see how it looks for yourself. Obviously, you can vary the amount of blur you choose to use. Often the amount, is depending on just how far away the object is, away from the foreground. The closer the object... the more details that you will see. Also... in Real life (and in good artwork)... Colors are also effected by Distances (typically due to moisture in the air, effecting visuals). Colors are very vibrant, when they are within +50 feet of you. However, if you stood on top of a large hilltop, and could see several miles into the distance... you would notice that things that are farther away, have far less Saturation in the colors. You will see a lot more gray tones added to the colors... as well as some potential Mist / Fog. As a painter, we end up using more muted colors, and mixing more white into the colors, to desaturate them + add some moisture based / fog like effects. The time of day / night... effects visibility, as well as lighting + shadow effects. On a very bright and sunny day, you get a very high Contrast ratio. While a very Cloudy day, has more even lighting.. that is less dynamic (less bright brights, and shadows that are not as dark). Sunset colors can add colors to effect reflections, and add colors to the distant mist. A dude I knew, created a fantastic Side Scrolling shooter... which probably had like +8 layers of Parallax scrolling layers. The issue, is that on a particular level, you were supposed to avoid these floating mines... And that the mines that were in the background layers, looked way too similar to the foreground layers mines... making it a real nightmare to try to figure out which mines had to be avoided. By adding some blurring and a lighter color shift to the layers behind the foreground... it would have Greatly helped to tell the layers apart. Actually, a pretty good example to look at is: The Adventures of Lomax. Take a gander of some screenshots of that game, and you will notice the color differences between the foreground and background layers. The original Rayman (1), also used some mild Bokeh fuzziness on the background layer.. lighter colors, and less details (though, not quite as much as seen in Lomax).
@randomcardboardbox23968 ай бұрын
Ive added aerial perspective to the backgrounds since this video, level art is actually the focus of the next update. But i had nvr thought of using bokeh blur for the backgrounds, but that sounds like a really good idea. I'll most likely add it to the next vid. As an artist, thx for the suggestion.
@CordellLawrence8 ай бұрын
Awesome work man. Great explanations as well. Love hearing the Trini accent on technical vids. Keep up the great work! Looking out for updates.
@AdamBouzaneOfficial8 ай бұрын
please keep talking through videos!
@randomcardboardbox23968 ай бұрын
yeah, ill prbly continue, although next video in particular isnt going to be as technical.
@cientifiqus8 ай бұрын
do you have only two videos on your channel?
@randomcardboardbox23968 ай бұрын
Yeah, I just started in two months ago, but I hv a new vid in the works right now.
@Jackpkmn8 ай бұрын
You weren't trying to interpret the source code btw, you were attempting to interpret the decompiled asm bytecode. Which is like trying to interpret code on Ultraviolence difficulty.
@randomcardboardbox23968 ай бұрын
Yeah I know I just didn’t want to distinguish between the two in the video. That decompilation was the only thing I could find for megaman 1 at the time, so I was using for those videos. But I have found more usable reverse engineered source code since then.
@dave_jones8 ай бұрын
Super sick, the sprites look insanely good. Can’t wait to see the next update!!
@billmore64868 ай бұрын
Another great video! But at around 6:19 the music is too loud and kinda hard to hear your voice. Love watching the progress.
@randomcardboardbox23968 ай бұрын
Yeah, I know I’m gonna fix it for next time.
@billmore64868 ай бұрын
You're absolutely nuts to be doing this! Great project, great art. Love the presentation of video too.
@spikmin8 ай бұрын
Lovin' this series man!
@BluShiGuy8 ай бұрын
This rocks
@randomcardboardbox23968 ай бұрын
Thx :)
@EG_John8 ай бұрын
Hi there! Your videos leave me very puzzled. On one hand, you have amazing writing, cool video editing, great humor, and overall engaging content. However, on the other hand - and please don't take this the wrong way - your sound quality is just God-awful. It's clear that you're highly skilled in Python, as evident from your videos. So why not use some of its many tools to isolate your voice from background noise? Additionally, it's important to duck the music under your voice to avoid overlap. This technique is known as sidechain. Your content is almost awesome, so I urge you to pay attention to the sound quality. This is just a friendly piece of advice from one of your viewers.
@randomcardboardbox23968 ай бұрын
Thx, yeah ive gotten a lot of advice on this. Im going to improve the audio for the next video, which will hopefully be my the middle of the month. Thx again for the constructive criticism.
@EG_John8 ай бұрын
@@randomcardboardbox2396 Thank you for the update, it's great to know. In case any help is needed, I am happy to contribute. I work in the recording industry and deal with sound on a daily basis. I am not trying to advertise, I am simply mentioning it in case it is needed.
@jcags8 ай бұрын
Amazing work, perhaps your next step could be looking into pixel perfect collision. Gamehut made a great video on how he achieved it on the Amiga.
@randomcardboardbox23968 ай бұрын
Check the second vid, im just using normal point-box collision detection. I generally dont really like pixel perfect collision, i just think normal collision makes it easier to play the game. Ps: the second viss audio is kinda bad, just a warning.
@sandiretrogaming8 ай бұрын
very cool, really looking forward to the continuation of the project
@Red_Biker_Dude8 ай бұрын
Really cool, I hope the final game ends up being really good.
@user-hy9it2lm9k8 ай бұрын
Impressive stuff. I wish for a physical X16 console someday to play this on
@christianhansen35908 ай бұрын
Great work! I really like the presentation format of the video.
@ShaneMorris19868 ай бұрын
From one engineer to another - well done.
@randomcardboardbox23968 ай бұрын
Thx a bunch. What kind of engineering do you do?
@scotty5628 ай бұрын
Gdeat work! You are very talented.
@turboemerald92288 ай бұрын
well this is cool, a commander 16 remake of Mega Man? noice
@zacalex49408 ай бұрын
Quick question have you considered adding Time man or Oil man.
@randomcardboardbox23968 ай бұрын
I wasnt thinking about it until someone else made a comment about it. But now i prbly will, once the project doesnt take too long.
Пікірлер
The damage animation looks if megaman grows suddenly and then shrinks again, I don't know if it's seems that way to someone else. Either way, great proyect. Keep it up.
It's really been 8 months? Please keep working on this project!
Please don’t remind me :<, it’s tough having progress and not having the time to make a video showing it off.
If you're having trouble optimizing, might I interest you in LLVM-MOS? It supports the CX16 and generate way faster codes than CC65. I used it for everything 6502 until I moved on to Z80.
Nice. 😊
I just checked the FPGA and it has DSP cores with MAC. Do we see any of this? Is it used to simulate the analog part of SID?
Seeing this is exactly why I was such a YM2151 evangelist earlier in the X16 history. I knew the X16 could do 16bit quality games and wanted 16bit era sounds to match. I’m curious what the ZEROPAGE conflict might have been with Zsound. I suspect your ZP declarations were done with equates / defines and not .res ?
This looks gorgeous. Interested in any follow ups you might post.
Really nice vid, dude
Very interesting and inspiring approach to creating an object system in c!
this porject is REALLY REALLY cool. Please keep working on this!!!
so cool
Why don't you try to scroll the screen up and down when jump and use the “best screen fit” as resolution ? I parallax is an option to move scenario, of course… Anyway, great job !!
Great pixel art 🎨🎨
This one almost look like my dream come true as a megaman fan who started playing in MM7! I'm more than happy enough to just watch these devlogs. thx for bringing this to the existence 🫡
Love this video! also the line "I want the game to look like beautiful like stunning like Metal Slug & Marvel vs Capcom had a baby" was just comedy gold ;) brilliant!
This is really great! I have pre-ordered a commander X 16 for the next batch, so this is very useful. I know other people have mentioned the music loudness, but I actually have a hard time focusing on anything when music is in the background. You’re giving some really interesting information that is going to be very helpful for me. Would you consider just using the music for demos, intros, and outro? Keep up the good work!
Absolutely amazing video, super well explained ❤
Awesome video! Looking forward for a new one!
you are trini?
Subscribing to see part 3, this already looks so cool!
Have you heard from Capcom about this? I would expect a nasty letter.
I'm super excited for Com(ega)mander X16!
I love the updated movement! There's lots of tricks used by NES games for doing this efficiently. You've made amazing progress, it's truly impressive. One other thought, if you haven't done it already. How you organize your memory usage can also give you some speedups. If data structures are in an array, you can have jump tables. Ir you can update even game objects on even frames, and odd game objects on odd frames. You can also mix code and data for your game objects to reduce the heavy cost of certain JMP instructions and replace them with JMP absolute ones. The explanation is kinda wordy, so let me know if you want to know more about this sort of thing. There's a few approaches...(possibly) Oh, and don't forget about how zero page can speed things up. 😃
The story continues... love it!
Enjoyed the story and technical presentation, well done!
This continues being an insanely well-made devlog! Really enjoy seeing your progress. Some feedback: - The music was a bit loud at times, maybe duck it some more while your explaining stuff? (Crisps' music sounds great though) - While I appreciate all the fancy animations you added in this video, you could definitely cut back on those and save yourself some time. I'm sure you'll figure it out. Only two videos in and you're already doing some great stuff!
Bro are you Trinidadian or Grenadian by any chance?
Do you think you'll re-create the sprites to be original characters so as not to get a cease and desist from Capcom?
This is great.
Thx a bunch :)
On the level size problem, you could use the same technique the NES games use to save on space. Instead of using a map of individual tiles, they have this bank of 4x4 tile blocks and assemble the level out of those. You save quite a lot of memory with it.
I thought about doing that but unfortunately it wouldnt work. The memory problem i was having was vram memory. The data in vram needs to be uncompressed because thats where the graphics are actually rendered from. Thx for the suggestion still though :)
@@randomcardboardbox2396 I see. On the project i'm very slowly working on, the level data is fetched off the main ram, and just the current tilemap is on the VRAM because i can't finely define where to start etc.. so in my case is pretty beneficial as it don't burn into the main memory
Artist here: While its not always seen in older games... a "Bokeh" Focus effect for the background, can create a much greater sense of 3d Depth, as well as to help keep the player from getting confused with foreground & background graphical details. The added benefit, is that slightly burred + less details in the backgrounds = More potential performance levels. (and maybe even the use of More parallax layers in total... which gives even more 3d Depth effect). For a test, take a snapshot of the game screen.. with those mountains in the background. Use a simple photoshop Blur filter, only on the Mountain area.. and see how it looks for yourself. Obviously, you can vary the amount of blur you choose to use. Often the amount, is depending on just how far away the object is, away from the foreground. The closer the object... the more details that you will see. Also... in Real life (and in good artwork)... Colors are also effected by Distances (typically due to moisture in the air, effecting visuals). Colors are very vibrant, when they are within +50 feet of you. However, if you stood on top of a large hilltop, and could see several miles into the distance... you would notice that things that are farther away, have far less Saturation in the colors. You will see a lot more gray tones added to the colors... as well as some potential Mist / Fog. As a painter, we end up using more muted colors, and mixing more white into the colors, to desaturate them + add some moisture based / fog like effects. The time of day / night... effects visibility, as well as lighting + shadow effects. On a very bright and sunny day, you get a very high Contrast ratio. While a very Cloudy day, has more even lighting.. that is less dynamic (less bright brights, and shadows that are not as dark). Sunset colors can add colors to effect reflections, and add colors to the distant mist. A dude I knew, created a fantastic Side Scrolling shooter... which probably had like +8 layers of Parallax scrolling layers. The issue, is that on a particular level, you were supposed to avoid these floating mines... And that the mines that were in the background layers, looked way too similar to the foreground layers mines... making it a real nightmare to try to figure out which mines had to be avoided. By adding some blurring and a lighter color shift to the layers behind the foreground... it would have Greatly helped to tell the layers apart. Actually, a pretty good example to look at is: The Adventures of Lomax. Take a gander of some screenshots of that game, and you will notice the color differences between the foreground and background layers. The original Rayman (1), also used some mild Bokeh fuzziness on the background layer.. lighter colors, and less details (though, not quite as much as seen in Lomax).
Ive added aerial perspective to the backgrounds since this video, level art is actually the focus of the next update. But i had nvr thought of using bokeh blur for the backgrounds, but that sounds like a really good idea. I'll most likely add it to the next vid. As an artist, thx for the suggestion.
Awesome work man. Great explanations as well. Love hearing the Trini accent on technical vids. Keep up the great work! Looking out for updates.
please keep talking through videos!
yeah, ill prbly continue, although next video in particular isnt going to be as technical.
do you have only two videos on your channel?
Yeah, I just started in two months ago, but I hv a new vid in the works right now.
You weren't trying to interpret the source code btw, you were attempting to interpret the decompiled asm bytecode. Which is like trying to interpret code on Ultraviolence difficulty.
Yeah I know I just didn’t want to distinguish between the two in the video. That decompilation was the only thing I could find for megaman 1 at the time, so I was using for those videos. But I have found more usable reverse engineered source code since then.
Super sick, the sprites look insanely good. Can’t wait to see the next update!!
Another great video! But at around 6:19 the music is too loud and kinda hard to hear your voice. Love watching the progress.
Yeah, I know I’m gonna fix it for next time.
You're absolutely nuts to be doing this! Great project, great art. Love the presentation of video too.
Lovin' this series man!
This rocks
Thx :)
Hi there! Your videos leave me very puzzled. On one hand, you have amazing writing, cool video editing, great humor, and overall engaging content. However, on the other hand - and please don't take this the wrong way - your sound quality is just God-awful. It's clear that you're highly skilled in Python, as evident from your videos. So why not use some of its many tools to isolate your voice from background noise? Additionally, it's important to duck the music under your voice to avoid overlap. This technique is known as sidechain. Your content is almost awesome, so I urge you to pay attention to the sound quality. This is just a friendly piece of advice from one of your viewers.
Thx, yeah ive gotten a lot of advice on this. Im going to improve the audio for the next video, which will hopefully be my the middle of the month. Thx again for the constructive criticism.
@@randomcardboardbox2396 Thank you for the update, it's great to know. In case any help is needed, I am happy to contribute. I work in the recording industry and deal with sound on a daily basis. I am not trying to advertise, I am simply mentioning it in case it is needed.
Amazing work, perhaps your next step could be looking into pixel perfect collision. Gamehut made a great video on how he achieved it on the Amiga.
Check the second vid, im just using normal point-box collision detection. I generally dont really like pixel perfect collision, i just think normal collision makes it easier to play the game. Ps: the second viss audio is kinda bad, just a warning.
very cool, really looking forward to the continuation of the project
Really cool, I hope the final game ends up being really good.
Impressive stuff. I wish for a physical X16 console someday to play this on
Great work! I really like the presentation format of the video.
From one engineer to another - well done.
Thx a bunch. What kind of engineering do you do?
Gdeat work! You are very talented.
well this is cool, a commander 16 remake of Mega Man? noice
Quick question have you considered adding Time man or Oil man.
I wasnt thinking about it until someone else made a comment about it. But now i prbly will, once the project doesnt take too long.
@@randomcardboardbox2396 okay cool thanks. 👍😄