a surprisingly good Atari 2600 demo by XAYAX, originally presented at Revision 2014

  • self@awful.systemsOPM
    link
    fedilink
    English
    arrow-up
    4
    ·
    edit-2
    1 year ago

    right? the demoscene is insane — this is the kind of thing that makes me want to program for a demo, but I don’t know where to start

    • raktheundead@fedia.io
      link
      fedilink
      arrow-up
      3
      ·
      1 year ago

      I’m still struggling through Z80 assembly language myself with an ultimate aim of programming for the Master System and then the Mega Drive using SGDK. But the demoscene regularly delves into the deep magic techniques in getting things done. And programming for the 2600 at the best of times was a whole different beast because of the lack of a framebuffer.

      • self@awful.systemsOPM
        link
        fedilink
        English
        arrow-up
        3
        ·
        1 year ago

        I’m planning a whole development environment for my Amiga, but I know that that’s easy mode compared with the 2600, a device whose only concept of timing is NOP, a device which just spews digitized pixels onto scanlines regardless of common sense or decency

    • bitofhope@awful.systems
      link
      fedilink
      English
      arrow-up
      3
      ·
      1 year ago

      Same here. I’ve tried to learn OpenGL multiple times, but keep getting distracted by the boilerplate and my distaste for C++isms.

      The nice thing about stuff like 8-bit Game Boy programming or TempleOS is a sense of immediacy. You can put pixels on the screen with just a few lines of code in a way that keeps you motivated to try more, at least relatively speaking.