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overdrive

#1 User is offline Oerg866 

Posted 18 August 2013 - 04:53 PM

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I thought I should post this here as well =)




download ROM / 50fps rgb capture here: http://pouet.net/prod.php?which=61724

Works properly on real hardware only and only on PAL. If you have to watch it in an emulator, use Exodus (slow but almost completely working) or Regen (one part is broken, rest is okay)

bye (:
This post has been edited by Oerg866: 18 August 2013 - 04:55 PM

#2 User is offline synchronizer 

Posted 18 August 2013 - 09:00 PM

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I saw this video the other day and I must say that Overdrive is AMAZING.

#3 User is offline Jason 

Posted 18 August 2013 - 09:01 PM

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Could you say what the hell it is, besides what appears to be a tech demo for ...something that has a Mega Drive version?
This post has been edited by Jason: 18 August 2013 - 09:02 PM

#4 User is offline Aerosol 

Posted 18 August 2013 - 09:11 PM

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That's all it is. A tech demo.

#5 User is offline synchronizer 

Posted 18 August 2013 - 09:32 PM

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The demoscene tries making tech demos that utilize as much of the megadrive's power as possible.

#6 User is offline Shadow Hog 

Posted 18 August 2013 - 09:59 PM

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As I said in the generic Flash/YouTube/Whatever thread, I'm somewhat surprised Exodus 1.0.0 triggers the demo's "this is running in an emulator" check. Kega Fusion, I could understand, since there was graphical glitching off to the right side of the screen (so yes, for the purposes of this demo, that emulator "suxx"), but Exodus was supposed to mimic the hardware of the console as closely as possible, meaning whatever subtle quirk you used to detect whether or not an emulator was in use should've been handled correctly. Strange.

I liked the twisters, btw. That, and the multi-layer checkerboard part.

#7 User is offline Oerg866 

Posted 18 August 2013 - 10:08 PM

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The scene does some intensive hardware timing abuse. The stuff we abuse is completely undocumented. The hardware manages to display a maximum of 30 8x8sprites in that scene. This limit is not emulated (or rather the consequences of our tight timing), so just for fun we made sprites 31 and up spell out "Your emulator suxx" =)

#8 User is offline SpeedStarTMQ 

Posted 19 August 2013 - 12:10 PM

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This is amazing- graphical effects that the best only wish they were able to do back in the day.

#9 User is offline LocalH 

Posted 19 August 2013 - 07:30 PM

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Whoa.

Whoa.

Whoa.

HOLY FUCKING SHIT

That's some pro shit right there. Up there with some of the best C64 and A500 demos. Awesome design, killer graphics, bitchin' tunes and tight code. Only minor problem was the hardware glitches which I'm assuming you guys did your best to mitigate. The CRAM dots during the filled vector part before the robot with the colorful rasters are probably your worst enemy right about now :P They marred an otherwise awesome Titan logo.

You guys are officially better than anything I realistically aspire to be on the MD. I have trouble wrapping my head around some advanced effects.

I made sure to watch it the first time from the .MP4 (albeit sped up to 60fps so that oneframed effects were perfectly smooth).

This right here is what the demoscene spirit is all about. Doing something that's never been done before and blowing people's minds in the process. This, in every way, is a top-level megademo. Effects not too long to bore but not too short to enjoy. Perfectly paced and synced.

Also, thanks for the greetz :v:
This post has been edited by LocalH: 19 August 2013 - 09:37 PM

#10 User is offline Oerg866 

Posted 19 August 2013 - 07:51 PM

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I really appreciate the nice words LocalH :)

The CRAM dots were indeed a pain on lots of scenes, but in case of the cube they're easy to fix (compared to the 512 color screen which is full resolution other than the previously known method, where getting the bugs out was.... hard =P).

We sort of forgot about this problem in the cube scene until the very last moment (they were three big fat lines of cram dots going vertically down the screen). We managed to push them there last minute, and the fixed cartridge version will probably have no dots at all. (We kinda didn't remember that doing lots of arithmetics *before* writing to CRAM would be a bad idea....). We finally managed to submit, 6 hours after the official deadline. Thank god they're patient XD

#11 User is offline Caniad Bach 

Posted 20 August 2013 - 09:20 AM

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Well bugger. Now I'm going to have to buy a new dick.

#12 User is offline SoNick 

Posted 20 August 2013 - 05:59 PM

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That is pretty awesome!
I didn't know that some of those effects could be pulled off on the console!

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