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Old 18 January 2020, 16:01   #21
ross
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Into the Zone! an executable for 020+4MB fast, so you can hear how audio can sound (you can notice CPU use).
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Old 18 January 2020, 16:18   #22
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@Foebane

https://uptobox.com/3mrwrbeuqc68

Anim + Sound.

Anim must be played with Viewtek with direct to disk option :


VT QUIET FPS 30 DISK DHx:xxx.iff
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Old 18 January 2020, 17:30   #23
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For ross

Just tried the exe from the zone ..... really cool, thanks
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Old 18 January 2020, 20:18   #24
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For ross

Just tried the exe from the zone ..... really cool, thanks
Is this exe just audio? That's all I get, that and nothing much visually.

As for the file Zarnal offered me, where do I get "VT" from?
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Old 18 January 2020, 20:29   #25
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Yep, the exe is just audio
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Old 18 January 2020, 20:34   #26
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Is this exe just audio? That's all I get, that and nothing much visually.

As for the file Zarnal offered me, where do I get "VT" from?

On Aminet :


http://aminet.net/package/gfx/show/ViewTEK21


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Old 18 January 2020, 21:08   #27
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Is this exe just audio? That's all I get, that and nothing much visually.
Just audio? And the nice bi-colors split screen?
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Old 18 January 2020, 21:20   #28
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Anim must be played with Viewtek with direct to disk option :


VT QUIET FPS 30 DISK DHx:xxx.iff
I tried the app, I replace the DHx:xxx.iff with my own path, but I can only get the animation to play, no audio. How do I get the audio to play as well? Doesn't "quiet" silence it?
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Old 18 January 2020, 21:28   #29
Galahad/FLT
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The Amiga can handle this in its sleep.

However, what people need to understand is that with the exception of the c64 version, the rest are cheated.

The rest use cartridges or hard drive/cards or masses of ram.

So quite obviously the AGA Amigas could do this via a streaming setup, and it would be pretty nice looking.

But the REAL challenge would be to replicate it on OCS/ECS.

I don't think the State of the Art approach would work, that was written in such a way as to have control over how many lines the blitter had to draw and how much filling it had to do.

some of the scenes in Bad Apple are quite detailed which would likely rule that method out.

I must have been sleepwalking the past 2 years, i'd never heard of it until today, its pretty cool.
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Old 18 January 2020, 21:50   #30
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I must have been sleepwalking the past 2 years, i'd never heard of it until today, its pretty cool.
More than eleven years actually

Idea began on end of 2008 on a japanese forum by fans of Touhou (the song is a theme in a stage from a bullet-hell game if I'm not wrong).
Then in 2009 an unknown user of a sharing video service (Nico Nico Douga) published the final version of this 'silhouette dance' that spread like fire.

EDIT: uh, is all in wiki page, also references to demoscene:
https://en.wikipedia.org/wiki/Bad_Apple!!

Last edited by ross; 18 January 2020 at 21:59.
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Old 18 January 2020, 22:24   #31
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Technically speaking, for Amiga I think the blitter-fill approach can be practiced (I thought about it a couple of years ago).
All frame need to be processed, filtered and adapted for line fills.
Then all the details, that not necessarily need to be the same as the original, overlaid with sprites or other bitplanes.

This is the reason why I've frames available in vector format

Huge problem, like I've said, is how to stream all the data.
Yes, you can compress every frame by big values, but 6500 of it...

C64 store a very low resolution 'garbled' graphics and a simple SID module (anyway a great and impressive demo!), Amiga deserve a better version.
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Old 18 January 2020, 22:49   #32
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^ garbled, garbled, ...
Considering the constraints that Algorithm has set (single disk side), I think the C64 version is nice looking. It's 3:35 at the end
(video in post #9)
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Old 18 January 2020, 23:11   #33
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^ garbled, garbled, ...
Considering the constraints that Algorithm has set (single disk side), I think the C64 version is nice looking. It's 3:35 at the end
When I say 'garbled' or 'simple' (for the SID) I don't mean in a derogatory way (but definitely the graphics are not exactly 'sharp' ).
What has been put in the 170KB is impressive (a real time stream of >2000 frames from the disc.. what..).
The demo is AWESOME considering the restrictions (I love the breadbox).

But probably unaccettable something similar on Amiga.
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Old 18 January 2020, 23:17   #34
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OCS Amiga deserves graphics 5 time sharper (880 / 170 = 5)
Let's say 4 times with a slightly better music
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Old 18 January 2020, 23:23   #35
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OCS Amiga deserves graphics 5 time sharper (880 / 170 = 5)
Let's say 4 times with a slightly better music
eheh, if it were that simple
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Old 18 January 2020, 23:48   #36
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What i read from Alghorithm's description to his version for C=, this version is based on tiles. He split every frame for tile shapes and he could fit it on disk.

Here is exact description

Also, loseless version exist, need 1MB flash cartidge.
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Old 19 January 2020, 11:02   #37
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The making of for the Atari ST

[ Show youtube player ]

Might help to understand
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