7 ms·
The glEnd of Zelda(): Automatic 3Dification of NES Games (2016)
- DanBC 9y agoThere are a few comments about the video here that you might be interested in: https://news.ycombinator.com/item?id=11411054 https://news.ycombinator.com/item?id=11411054
- __s 9y agoThe video states the UI is out of reach.. but screen scroll glitch Being able to move the player's character around would also be useful for goal setting out of local maxima wrt AIs
- Pulcinella 9y agoMight want to add (2016) to the title.
- sctb 9y agoThanks!
- deleted 9y ago[deleted]
- djsumdog 9y agoI hadn't seen this before. This is amazing, and well presented. I looked at some of his other videos like making programs that can also be ascii text. Insane! Why solve such insane problems? I feel like the constraints are the kinds of things you come up with at a party with people you work with at 2am while drunk.
- onli 9y agoYou should look at some other things the author did. They fit in the same area of craziness, and are absolutely great. For example https://www.youtube.com/watch?v=QVn2PZGZxaI https://www.youtube.com/watch?v=QVn2PZGZxaI, Portmantout: A portmanteau of every English word, or the first one, https://www.youtube.com/watch?v=xOCurBYI_gY https://www.youtube.com/watch?v=xOCurBYI_gY, Computer program that learns to play classic NES games. I also liked the humor in What, if anything, is epsilon?, https://www.cs.cmu.edu/~tom7/papers/epsilon.pdf https://www.cs.cmu.edu/~tom7/papers/epsilon.pdf.
- superasn 9y agoInsane that he used an older version of GL just so that he could use that headline. That just took it to whole another level:)
- petercooper 9y agoWhy solve such insane problems? Because some people find it fun and it keeps the brain sharp. Conversely, I don't find hiking or playing cricket fun but millions do :-)
- Iv 9y agoThey are related to automated game AI. He tells it is another of his interests.
- smaili 9y agoAmazing and well-detailed video - kudos to Tom! One question - what, if any, is the difference between the NES's PPU (Picture Processing Unit) and today's GPU?
- white-flame 9y agoGPUs deal with rendering to framebuffers. Old school graphics chips didn't have the memory to hold an entire framebuffer (memory was expensive!), nor the speed to clear & repaint a full framebuffer at 60Hz, so they'd generate the pixel colors for each screen location on the fly in real-time as the raster scanned the CRT picture, from tile-based graphics definitions and a bunch of registers that controlled positions, scrolling, and other properties of a generally fixed set of graphics capabilities. Many game consoles gave their video chip its own internal memory, so the CPU would hit memory mapped I/O ports to set registers, like palette values or the position of sprites.* At each line (or character, or however it's timed), the video chip would read the current value of the palette & graphics bitmap data and stream it out the analog video generator pixel by pixel in sync. Multiple layers (SNES, etc) or sprites would all be read "live" per scanline, and the chip would decide, based on transparency & priority, which object's color would be visible for that final pixel output. Graphic screens were usually a grid with a byte per "tile" or "character", often an 8x8 pixel chunk, which offers a form of dictionary compression. The tile ID byte + tile gfx dictionary (gfx were usually 1-4 bits per pixel, for 256 8x8 pixel tiles) + palette info constitued the screen graphics formats, with a similar setup for independently movable sprites. Many effects could be achieved by having the CPU change registers mid-way down the screen. It can do color gradients by updating the palette every line, change tile or scroll definitions for different sections of the screen (like having a non-scrolling score/inventory section, then flipping to scrolling graphics for the other part of the screen). Many video chips signaled CPU interrupts at configurable scanlines, or allowed the CPU to set up display lists which had address/value/screen-location tuples that it would execute as it drew the screen. Because all of this was real-time generated, most games were 60fps. If there was too much going on in some frame then graphics were simply lost or ended up in the next frame with wild visual glitches because the timed gfx changes happened at the wrong time & place. Nowadays, GPUs paint a framebuffer, and display that framebuffer when it's done being drawn, yielding variable frame rate. Some non-action games did that back in the 80s as well, and it was often slow enough to see each step of the image being drawn. [* = most home computers held gfx and palette info in their "large" main memory, with the video chip having exposed configuration registers on the memory bus, instead of tunneling through I/O ports]
- icelancer 9y agoTom also built Learnfun and Playfun, which was Lexicographic Ordering applied to... playing video games. http://www.cs.cmu.edu/~tom7/mario/ http://www.cs.cmu.edu/~tom7/mario/ Truly awesome stuff.
- seeekr 9y agoThe Episode 2 video with learnfun/playfun is really good, too [0]. Tom7 is a fun guy. [0] https://www.youtube.com/watch?v=YGJHR9Ovszs https://www.youtube.com/watch?v=YGJHR9Ovszs
- valleyer 9y agoThis makes me wish I had gone to grad school.
- thematth 9y agoWell, if you mean because you get to do fun stuff like this then yeah! This work is not really a product of higher education though. It's one of creativity, tenacity, good programming and more than that a deep knowledge of the NES architecture! Most people have the capability to do the last two regardless of education! The more I read about 8 bit computing the more amazed I am. Needing a very detailed knowledge of the underlying system was a given then, unlike today. What's massively impressive is that some hit games back then were developed by teens in their bedrooms (so no grad school!). Miles away from the game industry we see today!
- gwillen 9y agoHaving hung out with Tom 7: Grad school didn't make him like this, he just has an absolutely insane level of drive to create cool things. I don't think he could stop if he tried. And like most things, the way you get good at "making cool and hilarious hacks / techno-art" is to do a lot of it. So start hacking! :-)
- ncx 9y agoWhat is the knowledge (low-level/math/computer-graphics/etc/etc/...) required to create something like this. I am a student in 1st year currently. And I am very much interested in Emulation as well as crazy stuff like this. Can anyone please explain in a bit of detail what all knowledge is required to build such a thing.
- tomyws 9y agoFamiliarity with hardware would be a good starting point - the author explained how he can made use the three tables used by the PPU to pick out objects and textures. There is a lot of information about the NES online which would be useful references. Then a good set of debugging tools, which is possible for NES games as there are many different emulators written in all sorts of languages which would make for a good learning resource. To get more involved, investate open-source emulation projects - building them yourself. Then get more involved - try to fix an open issue - which will help you get familiar with the project. Read up on reverse engineering and ask questions!
- ccvannorman 9y agoGoogle, stack overflow, and this guy's video are likely all you need to make a significant leap forwards.
- jerf 9y agoWith just a bit of Google-foo and some persistence, you can have working emulators of the 8-bit systems by the end of the summer if you put your mind to it. While I've not used it, this website seems pretty solid: http://www.codeslinger.co.uk/pages/projects/gameboy.html http://www.codeslinger.co.uk/pages/projects/gameboy.html (You may want to make other choices; personally I'd go straight to the gameboy because it was a real console and skip the Chip8, but your mileage may vary.) It's an excellent project. Great on a resume, too; if I saw a fresh grad show me their Gameboy emulator they wrote from scratch my head would be turning. I personally would expect you followed a site like that and know it's perhaps a deceptively simple project compared to what most would expect, but I'd still be quite impressed, and you have a pretty decent chance of hitting an interviewer who quite overestimates its difficulty too :) And the power differential between the Gameboy and a modern computer is so vast you can even use Javascript in a browser if you like. Use whatever language you like. C/C++ is still not necessarily a bad choice or anything, but don't fall into the trap of thinking you need their performance in this case. You've got gobs of power, you can afford any current language you like or would like to learn.
- mrfusion 9y agoSide note: I don't remember the graphics of Nintendo looking so terrible. Was it just that on a low resolution crt screen they looked good somehow?
- timlyo 9y agoCrt had colour bleed that blended the sprites differently and made things look better.
- 0xcde4c3db 9y agoYes, that's a factor. Zelda also isn't the prettiest NES game by a long shot; you might be remembering later titles with slicker artwork like Kirby's Adventure, Crystalis, Little Samson, etc..