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8088 MPH: We Break All Your Emulators

319 点作者 drv大约 10 年前

14 条评论

corysama大约 10 年前
Quick explanation of compiled sprites:<p>Most commonly a sprite is represented as a 2d array of pixels that you for X, for Y over and use math or branching to blend on to the screen. But, that&#x27;s a lot of reading and writing, and a lot of the math ends up doing nothing because a lot of the pixels are intentionally invisible.<p>So, you could do some sort of visible&#x2F;invisible RLE to skip over the invisible pixels. That&#x27;s better, but it&#x27;s still a complicated loop and still a lot of reading pixels.<p>So, many crazy democoders have decided to write &quot;sprite compilers&quot; that read the 2D color array of a sprite and spits out the assembly for the exact instructions needed to write each visible pixel one at a time as a linear instruction sequence with no branching. The sprites are then assembled and linked into the program code as individual functions. I believe they can even exclusively use immediate values encoded inside the instructions rather than reading the colors from a separate memory address. So, rather than read instruction, read data, write data; it becomes a read instruction, write data in two straight lines in memory.
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bane大约 10 年前
The party this was released at had some absolutely mind-blowing stuff. The 8k and 64k competitions were <i>amazing</i>. The demoscene continues to be an astonishing force in computing.<p>Some of the stuff would be completely at home as installation art in any top modern art museum. My favorite is <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=XF4SEVbxUdE" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=XF4SEVbxUdE</a> done in 64kb!<p>Here&#x27;s the results with links to productions (most of them have youtube videos by now)<p><a href="http:&#x2F;&#x2F;www.pouet.net&#x2F;party.php?which=1550&amp;when=2015" rel="nofollow">http:&#x2F;&#x2F;www.pouet.net&#x2F;party.php?which=1550&amp;when=2015</a>
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jpatokal大约 10 年前
I found the raw video awesome enough to submit a few days ago, but the super-detailed explanation in this blog raises this to a whole new level of epic.<p>I wonder if youngsters who didn&#x27;t grow up thinking 1 MHz is a perfectly acceptable CPU speed and that 640 KB is a whole lot of RAM will understand what the fuss is about here...
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kyberias大约 10 年前
These days I find it slightly weird that they don&#x27;t share the source code of the demos or related tools. Demo scene has this wonderful alpha-male thing going.
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faragon大约 10 年前
Amazing. 80×100 resolution 1024-color mode doing CRT controller (6545) tricks, on plain IBM CGA adapter. Also fullscreen bitmap rotation and 3D rendering on a 4.77 MHz Intel 8088 CPU. Wow.
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blackhaz大约 10 年前
I can&#x27;t believe my eyes. 256 colors on CGA?! HOW?!
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raverbashing大约 10 年前
Now, I wonder what people could be doing 10, 20 years from now on today&#x27;s hardware<p>Probably a lot less tricks up the sleeve are possible (especially with 3D accelerators and dependency on a lot of proprietary AND very complex software)<p>Or maybe just drop to the framebuffer and push pixels like it has always been done
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ptype大约 10 年前
Wow, amazing. Would be interesting though to know which hacks make the emulators fail
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rcthompson大约 10 年前
I&#x27;m interested to know why it breaks all the emulators. Certainly I wouldn&#x27;t expect emulators to reproduce all the graphical glitches that this takes advantage, but what is it doing that actually <i>crashes</i> them?
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tdicola大约 10 年前
This is the coolest thing I&#x27;ve seen all year, way to go to everyone involved!
mark-r大约 10 年前
Slight technical inaccuracy at the start: the Z80 also required a minimum of 4 clocks for a memory access, it wasn&#x27;t better than the 8088 in that regard.
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brink2death大约 10 年前
Possibly stupid question: does the demo run inside DOS or is it completely self-contained? (I would assume the latter.)
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alxndr大约 10 年前
&gt; &quot;[Step] 5. Effect starts, magic occurs&quot;
72deluxe大约 10 年前
Incredibly impressive.