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Old 26 April 2007, 23:49   #81
musashi5150
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That's a nice trick AGN
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Old 27 April 2007, 10:28   #82
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A 1 pixel version of the sinescroll routine is in the zone...

It now has local labels, a loop for the sin blits instead of them being all laid out one after the other (16 was too many to type in!), AGN's cool 'go back to start of any size sin table' amendment (see previous couple of posts) and the commenting has been updated a little.
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Old 26 June 2008, 13:19   #83
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Not too earth shatteringly interesting but I've had some time recently after not having any time at all for a while so I made a little update to my old sine scroller code by adding a speed change routine.

In trying to learn a bit more about address register indirect with offset and index I found some code that had something similar to what's now in my sine scroll routine except I couldn't undertand why they were doing what they were doing in their code. After playing around with little test routines in a debugger I realised that I couldn't understand their code cos it was wrong and didn't actually do what it was supposed to do!

Anyway, working out why their code was wrong gave me enough of an understanding to work out how to do it right so I put a working routine together and stuck it in my sine scroll code.

So, a new version with the speed change routine is in The Zone in case anyone might be interested.
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Old 05 September 2010, 13:15   #84
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Check the attached archive for an updated version of my sinescroller as promised to CmdrVimes. In the archive is:

sinescroller.68k - commented source code
sinescroller.exe - Amiga executable of the source code

Enjoy.

Last edited by pmc; 21 September 2010 at 17:40.
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Old 05 September 2010, 15:12   #85
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Updated version with conditional assembly selectable one, two or four pixel sinus applied to the scroller.

EDIT: New version attached - I found a couple of small optimisations that could be made to the code.

Last edited by pmc; 21 September 2010 at 17:40.
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Old 07 September 2010, 14:01   #86
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Quote:
Originally Posted by pmc View Post
Updated version with conditional assembly selectable one, two or four pixel sinus applied to the scroller.

EDIT: New version attached - I found a couple of small optimisations that could be made to the code.
Oops - missed this update completely Have now downloaded and will be examining closely.

Thanks.
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Old 07 September 2010, 14:06   #87
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No probs mate. I hope it's useful to you. If you have questions about anything that's going on in the code that you don't understand then just shout.
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Old 07 September 2010, 14:38   #88
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very well commented source code. Congrats.
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Old 28 June 2017, 10:17   #89
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Sine scroll full source

Quote:
Originally Posted by pmc View Post
Can anyone explain the method used to apply sine effects to scrollers?

I don't want a source code cos I want to code a routine myself but I don't understand the way they're created.

How do I go about creating a sine table for my code and then use this sine data to effect the displayed bitplane?
Full code for a sine scroller here : http://www.stashofcode.fr/coder-un-s...l-sur-amiga-1/

Explanation are in french, but you won't mind since you can download the code in a ZIP.
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Old 28 June 2017, 10:39   #90
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Full code for a sine scroller here : http://www.stashofcode.fr/coder-un-s...l-sur-amiga-1/

Explanation are in french, but you won't mind since you can download the code in a ZIP.
Your work lives on Used quite recently: [ Show youtube player ]
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Old 28 June 2017, 11:04   #91
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Your work lives on Used quite recently: [ Show youtube player ]
Nice Fun part is that this one was coded by "mistake". I wanted to rotate the crab, and missed the point in the equation so instead of rotating, it expanded and shrinked along both axis. Decided that it was nice enough to keep it. Great chip tune by the great Monty. Ah... those Amiga days!
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Old 28 June 2017, 11:10   #92
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Explanation are in french
Good articles here!
(je peux lire le français sans problèmes majeurs)

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Old 30 June 2017, 10:14   #93
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Good articles here!
(je peux lire le français sans problèmes majeurs)

Great. Part 2 of the article is online. The remaining parts 3 and 4 are written, bu will be online next wednesday and saturday. Have fun.
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Old 30 June 2017, 10:50   #94
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Quote:
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I wanted to rotate the crab, and missed the point in the equation so instead of rotating, it expanded and shrinked along both axis.
Quite a common bug that a lot of coders have experienced I guess.

Quote:
Originally Posted by Yragael
Great chip tune by the great Monty. Ah... those Amiga days!
Monty's tunes were always awesome. Well, they still are.
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Old 01 July 2017, 17:28   #95
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Quote:
Originally Posted by Yragael View Post
Nice Fun part is that this one was coded by "mistake". I wanted to rotate the crab, and missed the point in the equation so instead of rotating, it expanded and shrinked along both axis. Decided that it was nice enough to keep it. Great chip tune by the great Monty. Ah... those Amiga days!
Why a crab, was it symbolic of something?
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Old 02 July 2017, 16:40   #96
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Why a crab, was it symbolic of something?
Drawn from a stencil I made several years before to paint this symbol on a wall. The idea of the symbol came from "Le crabe aux pinces d'or" by Hergé. You know everything!
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