Bad Apple is an existing animation, it wasn't made by the creators of that specific demo.Those Japanese fans make some of the weirdest and most wonderful things. A styled music video like that must have taken a LOT of work to make all for a "proof of concept" Neo Geo demo, not that I have the slightest clue what they're saying.
Which bit? The master system animated tiles approach, or having a RPi feeding realtime-rendered tiles to the Neo Geo?Watch the video and you'll see why that won't work. Simply put, on the Neo Geo, cartridges have no direct access to the frame buffer.
Bad Apple is an existing animation, they didn't make it just for that.
View: https://www.youtube.com/watch?v=FtutLA63Cp8
There are Bad Apple conversions for nearly every classic console out there. It's a popular video for that since it's monochrome and therefore easy to reproduce under very strict technical limitations.
Then there was Neo Geo CD, and its 1x CD-ROM drive was mostly compromise. I don't recommend purchasing one.The Neo Geo was meant to be a general use and very powerful (for it's time) arcade machine. The home console was unique at the time because it was literally the arcade hardware with no compromises.
As mentioned the home console was literally the same hardware as the arcade, and while I'm sure the hardware itself was expensive, I'm thinking the pricing was also intended to protect the arcade side of things. I don't know what Neo Geo stuff cost back then, but shopping for other arcade stuff now and then it'd be pretty common to see new PCBs for a few grand. Which of course was meant for arcade operators to make money off of a quarter (or more) at a time.I'm guessing they designed the system that way so there would never be bus contention for the sprite data, but it does make the system maybe overspecialized. I'm guessing that chip must have required a lot of development effort which kind of explains the high price point, although it doesn't explain how Sega made the Genesis affordable even though it has the same CPUs and roughly the same amount of memory and came out a year earlier.
Not sure there's a Doom port (ie using the original code) but on a quick search I found a Doom remake for Flipper Zero!I want to see doom playing on those e-price cards at Wal-Mart. Flipper-Zero, make it so!!! LOL...
Also, I am ordering one of these NeoGeo because when it was new, back in the day, there was no way a pre-teen could afford it! (unless you had rich parents/relative..)
The PS1 was 3D from the ground up, rather than shoehorned. If anything, it's 2D used a method of applying sprites as textures onto polygons. Whether this was the right call is debatable, but it was certainly the cheapest method, and I adored mine. The drive was the weakest link though, and then there was a slight revision past the 500x models that fixed an issue with one particular graphical effect to prevent "banding".I have a JPN AES and I did purchase a CD (cheaper games) but the unit came broken so refunded.
I'm waiting on the AES+ to see if it's the real deal or some crappy cheapo Chinese thing.
I really wish they didn't shoe-horn 3d in to the Saturn (or PSX really). So bad. So very very bad. Very little holds up and most can be dumped in a landfill.
The problem is the carts don't have direct access to video output, so even THAT is prevented by it's design. A real solution is going to have to be... VERY creative.Even if it can't be done with a ROM, a special cart that does some heavy lifting would still be neat.
Bad Apple is an existing animation, it wasn't made by the creators of that specific demo.
View: https://www.youtube.com/watch?v=FtutLA63Cp8
There are Bad Apple demos for nearly every classic console out there. It's a popular subject for that kind of thing since it's monochrome and therefore feasible to reproduce under very strict technical limitations.
I found gameplay videos of that on YouTube. It seems they did it like how I described above except that they don't seem to restrict the player's orientation much and therefore there are visual artefacts: The corners between wall segments are not always connected: they are shifted several pixels on the vertical when there are no 100% matching sprites.I would encourage anyone who thinks this is truly impossible to look at Taito’s Gun Buster, an arcade FPS that managed to run on hardware with only sprite scaling (like Neo Geo) by prebaking wall sprites at every possible rotation and scaling as necessary. Not quite Doom, but it looks a hell of a lot nicer than Wolfenstein.
I'd count it as a port so long as the gameplay is sufficiently accurate, even if the graphics are incredibly reduced. Then again, that's the difference between Doom and Tetris porting. With Doom, it's easy to port because we have the source code. With Tetris, it's easy to port because the base concept and rules are just THAT simple that it can be recreated, from scratch, and still be as accurate to the https://tetris.wiki/Tetris_Guideline as they want it to be. Since the license itself is owned by the Tetris Company, (as it should be, after all those years where the original creator was basically stiffed over and over again), they'll just slap some alternate name since gameplay mechanics can't be copyright protected... and at this point even if there was a software patent on it it would have long expired by now.As mentioned the home console was literally the same hardware as the arcade, and while I'm sure the hardware itself was expensive, I'm thinking the pricing was also intended to protect the arcade side of things. I don't know what Neo Geo stuff cost back then, but shopping for other arcade stuff now and then it'd be pretty common to see new PCBs for a few grand. Which of course was meant for arcade operators to make money off of a quarter (or more) at a time.
The thought process was probably something like if people could have an equivalent experience at home for cheap, they'd be less inclined to play them in arcades, devaluing the arcade boards (or cartridges in the case of Neo Geo and some other systems). So they just made it prohibitively expensive all around! Course this kinda came to be anyway, as home consoles got 3D hardware (which was the same as arcade boards in some cases) and normal priced console games, there seemed to be a shift in the arcade space to try other gimmicks to remain a unique experience.
Not sure there's a Doom port (ie using the original code) but on a quick search I found a Doom remake for Flipper Zero!
https://lab.flipper.net/apps/doom
As mentioned the home console was literally the same hardware as the arcade, and while I'm sure the hardware itself was expensive, I'm thinking the pricing was also intended to protect the arcade side of things. I don't know what Neo Geo stuff cost back then, but shopping for other arcade stuff now and then it'd be pretty common to see new PCBs for a few grand. Which of course was meant for arcade operators to make money off of a quarter (or more) at a time.
The thought process was probably something like if people could have an equivalent experience at home for cheap, they'd be less inclined to play them in arcades, devaluing the arcade boards (or cartridges in the case of Neo Geo and some other systems). So they just made it prohibitively expensive all around! Course this kinda came to be anyway, as home consoles got 3D hardware (which was the same as arcade boards in some cases) and normal priced console games, there seemed to be a shift in the arcade space to try other gimmicks to remain a unique experience.
Not sure there's a Doom port (ie using the original code) but on a quick search I found a Doom remake for Flipper Zero!
https://lab.flipper.net/apps/doom
Well that's the way most sprites are handled now on modern hardware so I would say overall it was the right call even if it was by necessity since the PS1 had no 2D specific hardware. It did give them some things by default that were difficult to do with regular 2D operations, like scaling, alpha blending, 2D on 3D etc. The problem was that the PS1 had so little ram and sprites would need a lot texture data to be either in memory or streamed in and out of the disk.The PS1 was 3D from the ground up, rather than shoehorned. If anything, it's 2D used a method of applying sprites as textures onto polygons. Whether this was the right call is debatable, but it was certainly the cheapest method, and I adored mine.