@@MODERN_RGN How is *_frames_* _per second_ applicable on the Spectrum? Do they constantly update the *full* screen in 50 Hz using double buffering (i.e. the meaning when using "fps" terminology on a PC or similar). I feel that would be an awful waste of Z80 clock cycles, at least for a "simple" game that changes only parts of the screen.
@@herrfriberger5 You can ask Sergei Smirnov in one of the other threads how he has made it - he is the author of the game. This is not the first game at the ZX running at 50 fps, there is also other games...
в то время реализовать сглаженный скроллинг на 3,5 мгц было невозможно, попытки предпринимались, но Марио сильно педалил, у меня до сих пор где-то образ демки валяется, 2002-го года, выглядит круто, играть невозможно
@@fender9405 в Stormlord спрайты значительно крупнее, сложнее фоны, и при этом плавный цветной скролл. Soldier of fortune - плавный цветной скролл по 8-ми направлениям. Ghouls 'n Ghosts (рекомендую версию 128к) то же самое. Steel Eagle. Deadly Evil. Cobra Force. Всё это реализовывалось на 3.5 мегагерц задолго до 2000-ых, и даже до 90-ых. Единственное чем выделяется Марева - гигаскрин в три уровня яркости на знакоместо.
@@noop9k к слову, тут и того меньше, так как тайлы мельче. Горбатый же не весь экран блитит, а лишь определённые участки. Автор Марева же не просто так делал пустотелые полы в замке да в подвалах.
@@MODERN_RGN I commend your/the programmers efforts in regard to smooth scrolling. Very nice! Not easy to achieve on Spectrum / Amstrad but as proved...it has been done, and well.
@@ojbeez5260 50 fps on a big display is not easy to do, but hopefully this engine is the start of a new era :-) Actually the scrolling was more of a problem for the CPC, a lot of games with extremely jerky and poor scrolling exists for this system. The Spectrum had color clash as the main problem, and many C64 games suffered from low res graphics. A bit of a shame with all these crap releases because if these computers is programmed correctly these problems is not there.
Is this demo playable? Or is it only a technical demo? This is absolutely amazing. I would have never thought such a dynamic gameplay was even possible on the Speccy!
As a Mario nutter, some of the interactions look a little floaty, were the physics ported to the Z80 or re-implemented? Otherwise this is amazing as hell and I love it to pieces!! Great work!!
Physics works on a proprietary engine. The gameplay was converted "by eye". All code is written from scratch. The engine processes up to 16 moving objects, each object has 8 events and 8 reactions to these events. Each event can be parameterized. Therefore, the implementation of the physics of Mario is a special case for this engine. In fact, he can do much more.
@@SergeiSmirnov Thanks for a game with an awesome engine, will there be an updated or a full version ?? -there is a video on RUclips showing a walkthrough of the NES version with all secrets found. I have a Toastrack 128k and the game runs fine on this, but the video output is different, it looks much the best on RGB scart output. RF and ZX-HD is not so good. If you want to make headlines again you could port the C64 game Giana Sisters ;-)
@@MODERN_RGN Updates will definitely be. I need a little breath after demoparty. :D Btw, it is designed to run on real ZX Spectrum, so it is expected to be viewed via RGB output @50fps. Unfortunately, I don’t have ZX-HD, so I couldn’t check how it looks.
@@SergeiSmirnov Awesome! This version might end up being better than the C64 version :-) It seems like there is only standard graphics displayed on the ZX-HD, and as the ZX-VGA-JOY works similar (I don't have one) I think this will also be the case here. Actually I expected the ZX-HD to be the best view with high res and no flick, but it seems like it is not activated. ZX-HD can do stunning interlaced graphics without flickering: ruclips.net/video/mJdxw8R-Eak/видео.html
Impressive! Sounds great and the image scrolls incredibly smooth. Sounds even better than the NES in my opinion. I just hope it's not the final version though. Maybe I'm being too critic/demanding but I'd love to see a few more animations like the coins coming out of the boxes when hitting them and colourful backgrounds - cyan background with white clouds would be better than black. Besides these two, I thing it's a great job! Well done!
50fps nice! Does this engine rely on level configurations such as having large areas of blank tiles to skip? Could it scroll a full screen of tiles at 50fps?
It can scroll ~60 tiles, along with the hero and music, if there are no enemies (see 01:26). The theoretical maximum of 88 tiles loads the CPU at 100%.
Test on real hardware: RGB scart + CRT = High res graphics with very little / hardly noticeable flickering. RF + CRT = High res with flickering, but not as much as in this video. ZX-HD + LCD = No flickering but the high res effect seems to be missing.
It is an emulator recording and this is why it is flickering. It is made for use with giga screen (it is a scene demo release) but it runs fine on a standard ZX Spectrum 128k. I have tested these setups on real hardware (Toastrack 128k): RGB scart + CRT TV = High res graphics with very little / hardly noticeable flickering. RF + CRT TV = High res with flickering, but not as much as in this video. ZX-HD + LCD TV = No flickering but the high res effect seems to be missing.
There will be no release on physical media. This engine was created only to show the fantastic potential of the ZX Spectrum. However, I will certainly continue to develop the engine
@@MODERN_RGN but for people like us emulator users can use a redefine keys option to map the buttons to a pc controller if we set the emulator control to a sinclair interface 2. I do it all the time, play starglider like this and you can map all the buttons to one joypad. Just a thought, all it'll take is adding a redefine keys option
That's absolutely incredible. Smooth as butter. I'd love to see somebody bring Sonic to the Next. :D
...or to the ZX 128k, though 50 fps might not be fast enough for Sonic :D
If they can do SMB in 50 fps, they can do Master System Sonic 1, definitely. Someone just needs to be able to put the time in!
There is Sonic for ZX Evolution: ruclips.net/video/n1cFGK5xG6g/видео.html
@@MODERN_RGN How is *_frames_* _per second_ applicable on the Spectrum? Do they constantly update the *full* screen in 50 Hz using double buffering (i.e. the meaning when using "fps" terminology on a PC or similar). I feel that would be an awful waste of Z80 clock cycles, at least for a "simple" game that changes only parts of the screen.
@@herrfriberger5 You can ask Sergei Smirnov in one of the other threads how he has made it - he is the author of the game. This is not the first game at the ZX running at 50 fps, there is also other games...
Amazing. It is hard to believe that the old ZX is capable of this.... booting up my ZX-Uno right now.
Truly great and it sounds so cool as well !
amazing, and I'm just talking about the sound.
Damn that is smooth like silk. Congratulations
Yes longer supported mario!
I love those sounds
That's really impressive!
Was the spectrum sound chip as good as the NES sound chip? They sound pretty close to me.
Блин, где были эти люди 25 лет назад?
в то время реализовать сглаженный скроллинг на 3,5 мгц было невозможно, попытки предпринимались, но Марио сильно педалил, у меня до сих пор где-то образ демки валяется, 2002-го года, выглядит круто, играть невозможно
@@fender9405 , а ну это я не учёл.
@@fender9405 в Stormlord спрайты значительно крупнее, сложнее фоны, и при этом плавный цветной скролл. Soldier of fortune - плавный цветной скролл по 8-ми направлениям. Ghouls 'n Ghosts (рекомендую версию 128к) то же самое. Steel Eagle. Deadly Evil. Cobra Force. Всё это реализовывалось на 3.5 мегагерц задолго до 2000-ых, и даже до 90-ых. Единственное чем выделяется Марева - гигаскрин в три уровня яркости на знакоместо.
ALKO Stormlord 2/3 экрана рендерит, к слову.
@@noop9k к слову, тут и того меньше, так как тайлы мельче. Горбатый же не весь экран блитит, а лишь определённые участки. Автор Марева же не просто так делал пустотелые полы в замке да в подвалах.
Incredible!!! 😀 I'm still waiting for an Amiga version. ☺️
Great! I Like games with smooth movements... There are many games with movement by blocks and really I hate them.
fantastic! Fast Smooth scrolling on a Z80!!
No problem in that, other ZX Spectrum games like Mister Kung-Fu, RetroForce and Sea Dragon is also scrolling fast and smooth at 50 fps :-)
@@MODERN_RGN + gigascreen...
@@alkolove1 Mario looks very fine on a 128k toastrack with RGB scart + CRT TV. There is almost no flickering :-)
@@MODERN_RGN I commend your/the programmers efforts in regard to smooth scrolling. Very nice! Not easy to achieve on Spectrum / Amstrad but as proved...it has been done, and well.
@@ojbeez5260 50 fps on a big display is not easy to do, but hopefully this engine is the start of a new era :-) Actually the scrolling was more of a problem for the CPC, a lot of games with extremely jerky and poor scrolling exists for this system. The Spectrum had color clash as the main problem, and many C64 games suffered from low res graphics. A bit of a shame with all these crap releases because if these computers is programmed correctly these problems is not there.
Bonus points that I can hear the music to Dr Snuggles in here. xD
Excelente por donde se lo mire, graficos, musica y un suave scroll.
Apart from Nintendo would IP this faster than you can say 'Hungry Horace' (...too soon?) it's stunningly good tech wise!
Is this demo playable? Or is it only a technical demo? This is absolutely amazing. I would have never thought such a dynamic gameplay was even possible on the Speccy!
It is fully playable!
Amazing!! Would be nice to see it on a "standard" 48k one!!
As a Mario nutter, some of the interactions look a little floaty, were the physics ported to the Z80 or re-implemented? Otherwise this is amazing as hell and I love it to pieces!! Great work!!
Physics works on a proprietary engine. The gameplay was converted "by eye". All code is written from scratch. The engine processes up to 16 moving objects, each object has 8 events and 8 reactions to these events. Each event can be parameterized. Therefore, the implementation of the physics of Mario is a special case for this engine. In fact, he can do much more.
@@SergeiSmirnov That's a really neat approach, fantastic work! Thank you for taking the time to respond! :)
@@SergeiSmirnov Thanks for a game with an awesome engine, will there be an updated or a full version ?? -there is a video on RUclips showing a walkthrough of the NES version with all secrets found. I have a Toastrack 128k and the game runs fine on this, but the video output is different, it looks much the best on RGB scart output. RF and ZX-HD is not so good. If you want to make headlines again you could port the C64 game Giana Sisters ;-)
@@MODERN_RGN Updates will definitely be. I need a little breath after demoparty. :D Btw, it is designed to run on real ZX Spectrum, so it is expected to be viewed via RGB output @50fps. Unfortunately, I don’t have ZX-HD, so I couldn’t check how it looks.
@@SergeiSmirnov Awesome! This version might end up being better than the C64 version :-) It seems like there is only standard graphics displayed on the ZX-HD, and as the ZX-VGA-JOY works similar (I don't have one) I think this will also be the case here. Actually I expected the ZX-HD to be the best view with high res and no flick, but it seems like it is not activated. ZX-HD can do stunning interlaced graphics without flickering: ruclips.net/video/mJdxw8R-Eak/видео.html
so why is the underground music not mario
edit: castle too
what's the song used in 2-3 and 4-1 though?
Impressive! Sounds great and the image scrolls incredibly smooth. Sounds even better than the NES in my opinion.
I just hope it's not the final version though. Maybe I'm being too critic/demanding but I'd love to see a few more animations like the coins coming out of the boxes when hitting them and colourful backgrounds - cyan background with white clouds would be better than black.
Besides these two, I thing it's a great job! Well done!
And compared to the C64 version this version has no slowdown and the resolution is much better :-)
@@MODERN_RGN Yes. It's quite similar but the C64's usual shortcomings keep it from being a better version, just close to the original.
Maybe add some stars on the black background...
50fps nice! Does this engine rely on level configurations such as having large areas of blank tiles to skip?
Could it scroll a full screen of tiles at 50fps?
It can scroll ~60 tiles, along with the hero and music, if there are no enemies (see 01:26). The theoretical maximum of 88 tiles loads the CPU at 100%.
someone do a speed run pretty please.
Жесть ребята! Молодцы! Это на 3,5MHz? Или Turbo?
3.5 MHz, 128K
Unbelievable. 50 fps? How exactly? I would like to get a tutorial about how this is made in the Z80 assembly.
Perhaps in the near future I will write a couple of articles on how it all works
@@SergeiSmirnov awesome work here!! How long did it take
@@GrahamIsOnTheTube about 3 years
Is there some intrerlacing going on or is that just the video?
I think it's alternating between two dithering patterns?
Test on real hardware:
RGB scart + CRT = High res graphics with very little / hardly noticeable flickering.
RF + CRT = High res with flickering, but not as much as in this video.
ZX-HD + LCD = No flickering but the high res effect seems to be missing.
Ooh a CPC version would be nice
Incredible dynamic 4 cpeccy, but parallax background - not yep
Fender parallax background? I don’t understand what your mean? super Mario bros do not have any parallax background...
Звук монеток реализован 100% похоже, но их самих не видно)
0:41 1UP не выбил. Скролинг классный, но уровни сильно отличаются. Вот как бывает. На Денди это не самая лучшая игра. А тут прям достижение.
all i can say is :O :O :O
this scroll is too much perfect sure is spectrum????
Yep. This is ZX Spectrum 128 :)
Is this on a real hardware?
It is an emulator recording and this is why it is flickering. It is made for use with giga screen (it is a scene demo release) but it runs fine on a standard ZX Spectrum 128k. I have tested these setups on real hardware (Toastrack 128k):
RGB scart + CRT TV = High res graphics with very little / hardly noticeable flickering.
RF + CRT TV = High res with flickering, but not as much as in this video.
ZX-HD + LCD TV = No flickering but the high res effect seems to be missing.
@@MODERN_RGN Thanks! Any possibilities of physical release?
@@Cp-71 Ask Sergei Smirnov in one of the other threads :-)
There will be no release on physical media. This engine was created only to show the fantastic potential of the ZX Spectrum. However, I will certainly continue to develop the engine
Falta la estrella
the best platformer so far
Pretty cool engine for a platform game for the ZX!
only problem I have with this is having to push up for jump, otherwise a nice port
We only have one single fire button and it is already used for both running and firing ;-)
@@MODERN_RGN but for people like us emulator users can use a redefine keys option to map the buttons to a pc controller if we set the emulator control to a sinclair interface 2. I do it all the time, play starglider like this and you can map all the buttons to one joypad. Just a thought, all it'll take is adding a redefine keys option
@@memermetalthemiddleagedaut99 Yes, that is correct - You can suggest this to the author because he says that an update of this game will come :-)
@@MODERN_RGN Okay, I will add a redefine keys option
@@SergeiSmirnov Always a good idea with the Spec.