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Segmentation Fault posted:playable demoscene demo the tunnel sequences in stardust were basically bloodhouse waving their demo scene dicks in the player's face https://www.youtube.com/watch?v=xzK2jnmY_JY
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# ? May 31, 2015 13:13 |
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# ? Jun 8, 2024 08:02 |
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Segmentation Fault posted:Here's a tech demo for the Sega 32x, made in 1995 to show off what the device could do drat too bad sega never had them make Foggy Flight Simulator or Foggy Driving Experience, probably split into 2 games because sega was like that also jesper kyd does own, shamefully i found out about him through the borderlands 2 soundtrack (which has some pretty good tracks)
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# ? May 31, 2015 18:36 |
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I reckon Silent Hill exists pretty much because of PlayStation 1's ability to fog out stuff that was too far away to draw.
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# ? May 31, 2015 19:26 |
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Wheany posted:the tunnel sequences in stardust were basically bloodhouse waving their demo scene dicks in the player's face There's a nice breakdown of how it was done here Best bit: the background is only 4 colours
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# ? May 31, 2015 19:26 |
Prenton posted:There's a nice breakdown of how it was done here honestly I think the best bit is that the background is literally just a single animation, vertically mirrored, that pans around according to where the player is on the field
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# ? May 31, 2015 19:53 |
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Segmentation Fault posted:honestly I think the best bit is that the background is literally just a single animation, vertically mirrored, that pans around according to where the player is on the field lol, it's a loving fmv game
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# ? May 31, 2015 20:07 |
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the music in this owns https://www.youtube.com/watch?v=wi-NxM1EaXM
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# ? May 31, 2015 21:47 |
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ConanTheLibrarian posted:the music in this owns
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# ? May 31, 2015 21:56 |
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Wheany posted:the tunnel sequences in stardust were basically bloodhouse waving their demo scene dicks in the player's face reminds me of the 1981 arcade game tunnel hunt https://www.youtube.com/watch?v=4ZT3A66e_lo it started as "hey i designed some hardware that can draw ellipses really fast let's make this into a game" in 1979 then they decided ellipses were too expensive, sold it to another company, and redesigned it to draw circles really fast instead because circles are cheaper and it was now 1980 then that company decided circles were too expensive, sold it to another company, and redesigned it to draw squares really fast because squares are cheaper and it was now 1981
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# ? Jun 1, 2015 05:11 |
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if this was a game and i played it as a kid i would have turned out fuckin mental
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# ? Jun 1, 2015 07:05 |
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Nintendo Kid posted:why was this a thing anyway quote:This is a 4K demo for the Intel 8048 microcontroller which is only capable of doing basic arithmetic using add instructions and does not even have a compare function. It sports 64 bytes of RAM and 1K of VRAM. The demo uses our own custom bios and our custom disply modes 50x40 and 50x40 two-tone. We had a hard but fun time optimizing it! wedia posted:One particular feature of the Adventure Vision is its "monitor." Rather than using an LCD screen or an external television set like other systems of the time, the Adventure Vision uses a single vertical line of 40 red LEDs combined with a spinning mirror inside the casing. This allows for a screen resolution of 150 × 40 pixels.
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# ? Jun 1, 2015 09:23 |
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# ? Jun 1, 2015 10:44 |
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minivanmegafun posted:we have a ti-99/4a at the hackerspace that doesn't do much more than play Robot Finds Kitten, i kind of want to make a demo on it just because it seems no one else ever did. the TMS9900, SN76489, and TMS5200 aren't that crappy, are they? the 9900 certainly isn't, it's the same 16-bit RISC-ish arch used in TI's minis of the era what are your constraints though, stock hardware or stock plus RAM or...?
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# ? Jun 1, 2015 11:21 |
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the SN76489 as used in the ti-99/4a is incapable of bass so gl playing bleep bloop arpeggios on it. the TMS5200 rules though an interesting thing about it is that you can drop in an MSX2 VDP onto the board and have 80-column text
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# ? Jun 1, 2015 12:31 |
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eschaton posted:the 9900 certainly isn't, it's the same 16-bit RISC-ish arch used in TI's minis of the era stock plus RAM thankfully, iirc stock only has 256 bytes of ram without swapping pages to video ram
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# ? Jun 1, 2015 14:11 |
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it's not actually a full 16 bit architecture, anything outside of ROM and the scratchpad ram goes through a slow-rear end multiplexer because it's an 8 bit system with a 16 bit CPU because TI
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# ? Jun 1, 2015 14:39 |
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Cocoa Crispies posted:https://www.youtube.com/watch?v=iQqJm14sHRY making of: https://megabitesblog.wordpress.com/2014/03/26/titandemogroup/
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# ? Jun 1, 2015 15:05 |
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Luigi Thirty posted:it's not actually a full 16 bit architecture, anything outside of ROM and the scratchpad ram goes through a slow-rear end multiplexer because it's an 8 bit system with a 16 bit CPU because TI yeah I think the plan was to make an 8-bit CPU for that micro, but they ran out of time and shoehorned the extant TMS9900 in there
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# ? Jun 1, 2015 16:33 |
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Gotta love this demo for the music and the rotating mirrors bit: https://www.youtube.com/watch?v=g4-07JA9Dg0 and this one for the music & hungarian demo group engrish: https://www.youtube.com/watch?v=yXvrlvPOCGc one of my fav tracks from Jesper Kyd: https://www.youtube.com/watch?v=x9DbxVfkqsc
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# ? Jun 1, 2015 22:11 |
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https://www.youtube.com/watch?v=pLaJliu2_pI
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# ? Jun 1, 2015 23:38 |
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https://www.youtube.com/watch?v=SWfvCYK-ZiM That feeling when you open a crack and youd rather listen to the music than play the linux iso
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# ? Jun 2, 2015 06:18 |
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Don Lapre posted:https://www.youtube.com/watch?v=SWfvCYK-ZiM so sick
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# ? Jun 2, 2015 06:23 |
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# ? Jun 2, 2015 12:06 |
Here's a 128k DOS demo from PWP https://www.youtube.com/watch?v=F1537t45xm8 Viznut is big on the whole "demoscene as art" thing and uses it to push his own political message, which is interesting imo
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# ? Jun 2, 2015 12:30 |
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Don Lapre posted:https://www.youtube.com/watch?v=SWfvCYK-ZiM quote:;Dear Cracker,
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# ? Jun 2, 2015 12:32 |
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I love that. So upset over crackers cracking their poo poo. Serious business. Did any of the crackers ironically but this in one of their cracktros? If not imma do it next time I release a tool or crack or something.
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# ? Jun 2, 2015 16:19 |
related to gamedevs taking potshots at crackers in the code: Puggsy for Sega Genesis runs a check to see if the cartridge it's sitting on has SRAM (the legit copy doesn't have SRAM), if it finds it it shows this screen
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# ? Jun 2, 2015 16:27 |
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Optimus_Rhyme posted:I love that. So upset over crackers cracking their poo poo. Serious business. I remember a similar rant in another game, from the same guy iirc, in which he bragged about how good his protection was. in the cracked version they left the message as is and just added a comment at the end saying they cracked it in 5 minutes
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# ? Jun 2, 2015 17:01 |
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https://www.youtube.com/watch?v=nSIpo5_3wl8
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# ? Jun 2, 2015 22:49 |
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https://www.youtube.com/watch?v=j90nIyq6_vM
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# ? Jun 2, 2015 22:52 |
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Stopping crackers was indeed serious business. When I was 15 I had a huge collection of pirate games that I was pretty proud of. Then by chance I happened to meet a game developer, and he showed me the vast amounts of work it took to make a game (this was back when devs often made the graphics and music too) and how little profit he got from it. I felt really bad about my collection after that. Devs used some pretty clever techniques to stymie crackers. I recall a few tricks on Amiga: - Write an odd address as the start of the 2nd Copperlist. The Amiga required this address to be word aligned and would ignore the odd bit, but the Datel Action Replay cartridge had a bug that would crash the whole system as it tried to snarf the value from the bus. Without an Action Replay, it was really hard to look at what was going on inside the game. - The Trace bit was a CPU execution mode meant for debugging where every CPU instruction would trigger an interrupt, ostensibly to give control to a debugger for single-stepping. But some game devs used it as a decryption routine for their code; the interrupt handler would just decode the next instruction and continue. So this meant that if you were looking at the game in a debugger, all you'd see after the PC would be garbage and it wasn't obvious at all how they got magically translated into instructions. - Do a checksum of memory, but only run it if the player reached the last level of the game. Crackers would break the initial protection and release it to get their "zero-day" credibility, and then have to eat crow when people got far enough in the game and see it crash. Then other groups would re-release it removing the protection, usually making fun of the first group for poor quality control.
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# ? Jun 3, 2015 03:26 |
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minato posted:- Do a checksum of memory, but only run it if the player reached the last level of the game. Crackers would break the initial protection and release it to get their "zero-day" credibility, and then have to eat crow when people got far enough in the game and see it crash. Then other groups would re-release it removing the protection, usually making fun of the first group for poor quality control. there's a couple of examples of this, off the top of my head: -Command and Conquer or some other RTS had a version that would explode all your buildings after a while. (this miiight also be the shareware version, i don't recall) -XIII had some nasty copy protection scheme which was hard to crack (TAGES, I believe) and cracked versions would work initially but have degrading playability where it would become harder and harder to move and aim and such until eventually becoming unplayable. -In the warez version of Game Dev Tycoon you were unable to keep your company afloat in any scenario because every time dirty pirates would steal your game and nobody bought it.
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# ? Jun 3, 2015 06:52 |
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spankmeister posted:-In the warez version of Game Dev Tycoon you were unable to keep your company afloat in any scenario because every time dirty pirates would steal your game and nobody bought it.
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# ? Jun 3, 2015 08:08 |
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Wiggly Wayne DDS posted:to be fair the dev distributed a modified version to do that Oh okay. in any case i thought it was pretty funny
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# ? Jun 3, 2015 08:22 |
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Wiggly Wayne DDS posted:to be fair the dev distributed a modified version to do that wasn't that an intentional leak (a seed, if you will) to ensure the most commonly pirated version of the game would result in that lesson? with some sort of "here's a link to buy the game" thing too?
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# ? Jun 3, 2015 08:45 |
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eschaton posted:wasn't that an intentional leak (a seed, if you will) to ensure the most commonly pirated version of the game would result in that lesson? with some sort of "here's a link to buy the game" thing too?
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# ? Jun 3, 2015 08:50 |
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spankmeister posted:there's a couple of examples of this, off the top of my head: also just found these from here - NDS michael jackson rhythm game plays vuvuzelas over the music - your gun fires chickens in crysis warhead alan wake just did this and nothing else
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# ? Jun 3, 2015 10:54 |
Game Dev Tycoon complaining about copyright infringement is hilarious considering that their entire game is lifted straight from Game Dev Story also there was some racing game (I forget the name of it) where over time the game would replace text strings with variants of "YARRRR" until you got "YAR 1/3 143 YARRR/YARR YARRRR" all over the screen There was also this insane copy-protection where checksums and checksums of those checksums were hidden all over the game code, making the game the piracy equivalent of those spy movies where the guy has to maneuver through the room full of lasers
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# ? Jun 3, 2015 13:57 |
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i'm not even gonna post earthbound bc that'd be more embarrassing than the guy on page 1 asking if we'd ever heard of mod files
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# ? Jun 3, 2015 14:41 |
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# ? Jun 8, 2024 08:02 |
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tim heidecker's movie Teh Comedy was leaked on pirate bay... but then after five minutes of the actual movie it cut to two hours of footage of him sitting shirtless on a boat drinking beer with the text DO NOT STEAL FROM THIS MAN
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# ? Jun 3, 2015 14:43 |