Effects in demos that you don't know how they work
category: code [glöplog]
I'm sorry, I was drunk. *blush*
How did they *ever* achieve scrolling on c64 ????
I'm still trying to fathom how the hell Heaven Seven by Exceed's tracer is so damn fast, what with all the software interpolation and CSG etc.
i did not understand tp5intro, but that is most likely my understanding of any code before `00
1. Michael Abrash
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST
im off to local bar
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST
im off to local bar
1. Michael Abrash
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST
im off to local bar
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST
im off to local bar
zweckform : scrolling on c64 was documented (or described) even in the book that came with a new c64.. no big deal..
1. Michael Abrash
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST
im off to local bar
2. Digital Murder Jumpy Demo and "porting" inverse kinematic animation to demoscene
3. Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST
im off to local bar
supah leet double bbs topic create fix test topic
*pwnd*
*pwnd*
and for fadeout:
me hits with 4-bit syncscorller
try to beat dis
me hits with 4-bit syncscorller
try to beat dis
moredhel, beat what? your ignorance? :-)
<medron>:
oh yes ?? Well i should have read this damned thing then.
</medron>
So all c64 are just based on that manual...can i remove my thumbs up for the c64 prods i voted ??
oh yes ?? Well i should have read this damned thing then.
</medron>
So all c64 are just based on that manual...can i remove my thumbs up for the c64 prods i voted ??
yes, all effects in c64 demos are actually typed in from the c64 manual. damn, we c64 coders had hoped to keep it a secret, but now it's out :(
i had that manual, but didn't bother to read it! oh, no! all the fame i missed! :(
Well you know what they say: RTFM!
GbND: I suppose having a look at the data folder could give a hint.
Quote:
Atari ST demo "darkside of the spoon", especially that fullscreen part that works on any ST
Moredhel: There is not particular difference between a fullscreen part that works on any st, and one that does not work on every ST. I don't consider the fact of having one more or less NOP here and there a particular kind of effect.
Basicaly some people got a lot of different machines around to test their prods on it, and some did not.
In my particular case I made an autobooting floppy that 'tested' the machine in which it was inserted, tried to open the various borders by incrementing delays until it fits, then until it fails, and saved a small text file in the disc with addition infos from the ROM (to check if it was an old ST with 1.0 rom, a STF, STE or MegaSTE, ...) then I've been visiting almost every single computer shop in my native town, and tried my disc on every machine. Also did it in all my friends machines, and in some parties as well.
Quote:
Looks like that, though the polys are not random.. if you look closely, you can see that they rotate around the Z-axis. I think making them wave with a bunch of sines would do better work in making it look "starry". Was it jus ta bunch of random alpha-gradient polys sticking out of the center?
In DOS ages such effects were usually done by drawing a sinewave into a texture and then using the standard table tunnel/radial mapping technique to wrap it radially to the screen. Drain by Vista includes a very nice example, whixch I think is better than this one. Works fine in DOSBox.
Also Suburban's prods (i.e. Overtone) have really nice examples of those shiny & designish flares.
GbND, Preacher: i can't reveal too much about the technique (patent-word etc), but i can tell you that it involves forward photon-tracing with deformable light-frustum intersections. penumbra/umbra is taken care of with a radial distribution-map and a couple of spherical harmonics computed at load-time.
patent-word = patent-work.
kusmabite, would you like a big xml with that?
stefan: yes please. please also provide me with an XSL to format the XML to work with brainfuckvga. kthxbye.
use precalcuated sinetables, something like: