Aona by Paradise [web] & Reality
screenshot added by bonefish on 2014-08-03 00:51:18
platform :
type :
release date : august 2014
release party : Assembly 2014
compo : wild demo
ranked : 4th
  • 19
  • 8
  • 0
popularity : 61%
  • 0.70
alltime top: #6116
added on the 2014-08-02 21:46:48 by Rebb Rebb

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Youtube: http://archive.assembly.org/2014/real-wild-demo/aona-by-paradise-reality

Party version, capture is missing colors and has problems with resolution switching. Very fast prod, homage to AGA inro scene late 90's.

Party version does not work with vga cable, wait for final.
added on the 2014-08-02 21:50:00 by Rebb Rebb
Good stuff keep em coming! :D
rulez added on the 2014-08-02 21:52:07 by magic magic
wasted potential if you ask me.
still whats there is great!
rulez added on the 2014-08-02 21:52:07 by wysiwtf wysiwtf
Let me think of watching a 40k Amiga-Intro from Haujobb from 1998. Still works for me! :-)
rulez added on the 2014-08-02 23:00:21 by Bobic Bobic
Was nice, software rendering, for cool platform (I got stories from coders how it sucked coding on this though, haha)
rulez added on the 2014-08-02 23:09:51 by Optimus Optimus
Nice Dreamcast demo :)
rulez added on the 2014-08-03 00:29:27 by Queen_Luna Queen_Luna
Some of the table effects don't look good but this is still an enjoyable demo.
rulez added on the 2014-08-03 00:45:05 by StingRay StingRay
That classic demo feeling!
rulez added on the 2014-08-03 08:19:58 by Manwe Manwe
A little short and light on effects but, not bad.
rulez added on the 2014-08-03 09:32:27 by Starchaser Starchaser
dreamcast ftw ;P
rulez added on the 2014-08-03 11:02:21 by oerg866 oerg866
rulez added on the 2014-08-03 11:55:39 by Corial Corial
Such crappy effects on such powerful hardware, this sucks. Improve your code in the next production.
It's nice to see new releases for the DC, but frankly this looks more like something you'd expect to see on the Saturn or the 32X. Piggie.
added on the 2014-08-03 13:09:50 by mic mic
What Bobic said.
added on the 2014-08-03 18:22:44 by Preacher Preacher
First off, thanks to all the guys that liked what we did!

Rebb and myself started discovering Dreamcast just recently, so several weeks ago, Rebb came up with an idea that we should try to do a fast prod for Assembly - a suggestion that I couldn't resist, even that it seems impossible from the beginning.

Anyway, even that it ended up as a simple production, a LOT of effort was spent to do it. Unbelievable as it sounds, we fought the unpredictable problems on every single step of a way. And not having a proper dev hardware until a weekend before the party haven't helped (broadband adapter is definitely a must for DC dev, if you ask me).

Regarding the performance... on every single thing we did, we couldn't believe the (bad) performance we're getting. We've dropped several great ideas and effects because they were just unbearable to watch.

That may be caused by bad coding, but when you have unrolled loop that is a only a call to the polygon draw function, and you're not able to draw more than 100 textured polygons (with alpha transparency) per one frame, then you start questioning other things. E.g. maybe it was caused by the fact that we haven't use a single line of Sega copyrighted code (original SDK), rather the latest KallistiOS (manually compiled from git). Or, maybe we did something wrong during the setup the crossdev, as we used the same how-to, but it is what it is. (let's me just mention here that I had 100x better polygon performance with the same parameters on 4 years older PSX)

Also, trying to get a knowledge from 10+ years old forum threads isn't much fun. Especially when half of those methods and functions are obsolete in today's version of KOS.

Anyway, we hope that we'll discover how to get around the performance problems (or solve them completely), and that this won't be our last release for Dreamcast. Even that it included too many sleepless nights (most painful was the ones before the trip), I've enjoyed working on the platform, and especially collaborating with all the guys included. And with all the problems we fought, at least it wasn't boring. :)) It can always be better, we could work on it for years, and never release it, but here it is, like it or not. It's far from being our best production, but we gave our best in a given time with a given tools.

And if you don't like it, please go make a demo about it.
added on the 2014-08-03 23:30:25 by bonefish bonefish
Not great. I suggest looking a little further into the hardware and rip the original SDK. It can do a lot more than "100 textured polygons".
added on the 2014-08-03 23:38:11 by superplek superplek
Thumb up for platform, effort and the demo actually looking very okay. Please continue!
rulez added on the 2014-08-04 15:36:37 by elend elend
Short and sweet! Now i am hungry for more Dreamcast stuff. Good work, guys!
rulez added on the 2014-08-10 10:13:25 by CONS CONS
Not a masterpiece on the DC Hardware, but anyway good. Looking forward to your next prod.
rulez added on the 2014-08-28 18:06:28 by Chainsaw Chainsaw
good tune. demo is a bit short and nothing fresh to see. thumbs for platform and motivation!
rulez added on the 2014-08-28 18:24:30 by sensenstahl sensenstahl
Thumb for the platform! Where is the final?
rulez added on the 2014-11-12 02:47:28 by ramon ramon
good stuff
rulez added on the 2015-02-15 21:45:35 by Ger Ger
What Bobic says, but with a nice tune. Interesting comment from bonefish, I always appreciate extra info like this!
rulez added on the 2015-11-28 20:35:45 by Kylearan Kylearan
thumb up at least for the nice tune, the platform, and hearty coders !
rulez added on the 2017-09-23 02:33:20 by nemka nemka
nice enough
Instant platform thumb, nice tune!
rulez added on the 2021-06-11 20:46:41 by Asato Asato

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