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#1 |
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Registered User
Join Date: Oct 2011
Location: Southampton, UK
Posts: 21
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This fake demo is not possible on ECS... But AGA?
Last edited by arpz; 26 January 2012 at 00:24. Reason: can't embed youtube |
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#2 |
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move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 4,540
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Perfectly possible on OCS.
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Makes me sick when I hear all the shit that you say So much crap coming out, it must take you all day There's a space kept in hell with your name on the seat With a spike in the chair just to make it complete |
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#3 |
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68k RULEZ
Join Date: Jul 2010
Location: Germany
Posts: 53
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I think this is not possible on AGA.
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#4 |
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move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 4,540
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This is perfectly possible even on OCS, the effects are very simple, starfield, rasters, scroller and sine scroller. And it looks quite ugly too!
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Makes me sick when I hear all the shit that you say So much crap coming out, it must take you all day There's a space kept in hell with your name on the seat With a spike in the chair just to make it complete |
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#5 |
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Registered User
Join Date: Oct 2011
Location: Southampton, UK
Posts: 21
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It looks like too many colours, though?
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#6 |
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Team Chaos Member
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Why not? The smooth parts of the color gradients in the color bars were opaque so you could disable the display DMA while they were being displayed to get fast copper. The backdrop would probably be blitter-based. The moving text in the middle would be sprites and therefore would be unaffected by the display DMA being disabled for the color bars.
I say it's perfectly doable on AGA. It's even possible on OCS if you didn't have the smooth color gradients used on the color bars.
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Member: Total Chaos team and AROS Development Team. |
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#7 |
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Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 32
Posts: 11,231
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I think it's OldSkool Demo Maker for PC.
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#8 |
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move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 4,540
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Of course it is, the effects say it all.
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Makes me sick when I hear all the shit that you say So much crap coming out, it must take you all day There's a space kept in hell with your name on the seat With a spike in the chair just to make it complete |
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#9 |
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Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 36
Posts: 1,587
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That's probably the crappy encoding quality causing the gradients to become smooth.
You could try cracked Shadow of the Beasts 2 adfs in WinUae and see if any of them have this intro.
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Random number generation is the art of producing pure gibberish as quickly as possible. - Bob Jenkins |
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#10 |
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is long gone
Join Date: Apr 2007
Location: London
Posts: 1,590
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I second StingRay - definitely do-able on OCS.
Personally though, I'd get rid of, or at least modify, the 3d star effect. The stars that become large circles firing quickly past the front of the screen make things look messy in my opinion. |
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#11 | ||
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move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 4,540
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Quote:
That's a PC "demo" made with Oldschool Demomaker. Quote:
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Makes me sick when I hear all the shit that you say So much crap coming out, it must take you all day There's a space kept in hell with your name on the seat With a spike in the chair just to make it complete |
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#12 | |
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is long gone
Join Date: Apr 2007
Location: London
Posts: 1,590
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Quote:
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#13 | |
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Registered User
Join Date: Oct 2011
Location: Southampton, UK
Posts: 21
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Quote:
as for the everyone else, yes, I don't really like the stars, I'm not massively impressed or anything but the smoothness of the bars had me wondering if it could be achievable. |
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#14 |
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Registered User
Join Date: Feb 2008
Location: Northampton/UK
Posts: 202
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The copper bars are multi coloured, but the copper can change (I think) up to 16 palette entries per line. Everything else on there looks pretty standard for OCS.
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#15 |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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Nobody has yet suggested that HAM might be being used here... if you put a single pixel of say colour 1 on the left and put component-change codes along the rest of the line to make a gradient, you'd only have to change one palette entry and the whole line would change.
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#16 |
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Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 36
Posts: 1,587
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OCS/ECS can change a color (or other chipset register) per eight lowres pixels, as long as the screen is 16 color lowres (don't know how many colors for highres, but less than 16). This means you can get reasonably close to the copper bar effect in this intro.
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Random number generation is the art of producing pure gibberish as quickly as possible. - Bob Jenkins |
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#17 |
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breakpointUK.com
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maybe this is good idea for a little project, make an "Amiga" version of this cracktro
could be a joint effort or a compo for the leet coders? |
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#18 |
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Leffmann with two n's
Join Date: Jul 2008
Location: Sweden
Posts: 1,187
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Gradients would have to be much more coarse, and you'd never get the same frame rate if you were to do all the drawing going on in the video, with the stars in the background zooming up to large filled circles.
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#19 |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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Not necessarily true Leffmann it's only one bitplane, it's only half-height and you could draw all the outlines first and fill the whole thing on one go. Although where two circles overlapped they'd cancel out, not sure if there's an easy way round that.
The gradients could easily be dithered with a clever use of bitplanes. |
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#20 |
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AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 33
Posts: 924
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I think it's pretty cool. Plus you could cheat (and be lame) and pre-render the star bit (say 20 frames of half-screens), thus leaving everything else to be done in realtime
![]() Regards, Lonewolf10 |
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#21 |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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I think the starfield is doable in realtime. I'm concocting a way in my head right now to draw a whole bunch of stars with one blitter operation. Put it into line mode and screw with the modulo registers.
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#22 |
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Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 39
Posts: 5,025
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For a start, very few of the stars onscreen get to full size, and the star circles are only 1 colour, so i'm fairly confident an A500 could cope with that easily.
Secondly, where the stars are generated from the centre is mostly garbage, so could be disguised with a simple anim in the centre instead of plotting lots of stars in the centre. The shadowed sine scroller has been done to death on Amiga. The copper bars in the background I think on A500 could be very nearly replicated colourwise, but on AGA could be done 100% spot on. A combination of copper bars and real graphics reloaded with colours should give you most of the steps that are required to get a close approximation to that in that fake cracktro.
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Former member of: LSD, Scoopex, Razor 1911, Dual Crew Shining, Rednex, Fairlight.www.southwestscrap.co.uk |
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#23 |
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Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 10,502
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Interesting that the scroll text is actually the Wikipedia review of the game....
http://en.wikipedia.org/wiki/Shadow_...f_the_Beast_II
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Thalion Webshrine |
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#24 |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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haha that's some good detective work right there!
still doesn't mean it isn't possible though... |
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#25 |
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Moderator
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The starfield in the demo moves so fast that you could probably fake the whole thing with about 10 frames of animation in a loop (and even mirror the top and bottom half) and perhaps plot the odd big circle star to make it appear that it's not an anim.
Like a number of people on here, I don't see the big deal about this intro either. An A500 could easily do a very similar version without too much hassle. |
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#26 | |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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Quote:
The sinewave scroller is trivial. I've googled to see what other people's technique is, everyone seems to suggest blitting the vertical columns one at a time, thus a 16-pixel wide section needs 16 blits. It can be done in four. Yes and still retain 1-pixel resolution. It's only blitting one bitplane each frame, the other bitplanes are just previous versions through which it cycles, making a trail effect. The copper effects can be done by changing the palette every 20 pixels easily, use a single bitplane with a dithering pattern on it, and blit pre-rendered lines into the copperlist. The copperlist is in Chip Ram right, you can blit into it. |
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#27 | |
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is long gone
Join Date: Apr 2007
Location: London
Posts: 1,590
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Quote:
How? |
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#28 |
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Just add brown sauce.
Join Date: May 2008
Location: North East Englandland
Posts: 164
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someone should just do the demo
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Pump it full of strawberry puree, that'll show it! |
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#29 | |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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Quote:
blit up and down with a mask. first mask covers all columns that have to go down 8 pixels. next cover all columns that have to go up by four pixels, then up by 2, then up by 1. as long as the slope never exceeds 1:1, this is sufficient. example: first mask = $FF00, second mask $0F0F, third mask $3333, fourth mask $5555, this would give a straight 1:1 slope. to calculate the values of the masks, do a quick "chunky-to-planar" type conversion on the y-data. (Could precalculate all these) sometimes it is useful to think deeper inside the box. |
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#30 |
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is long gone
Join Date: Apr 2007
Location: London
Posts: 1,590
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Cool.
Make the demo and post the code ![]() |
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#31 |
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Registered User
Join Date: May 2001
Location: #
Posts: 12,584
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Mrs. Beanbag's full of wisdom :O
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#32 | |
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move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 4,540
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Quote:
__________________
Makes me sick when I hear all the shit that you say So much crap coming out, it must take you all day There's a space kept in hell with your name on the seat With a spike in the chair just to make it complete |
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#33 |
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is long gone
Join Date: Apr 2007
Location: London
Posts: 1,590
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Yep, me neither - hence me wanting to see the code. I can't say for sure it wouldn't work so I'd love to be proved wrong with a working example.
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#34 |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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1, 2, 4 and 8 covers all the numbers from 0 to 15... the first blit can position the 16-pixel wide block anywhere on the y-axis, with an additional 8-pixel shift of any of the columns (use two blitter sources, one 8 lines higher than the other, with a mask of $FF00).
Then shift upwards progressively in place like this (only showing 8 pixels wide here): after 2nd blit (00001111): ________________ ________________ ________________ ________________ ________[][][][] ________[][][][] ________[][][][] ________[][][][] [][][][][][][][] [][][][][][][][] [][][][][][][][] [][][][][][][][] [][][][]________ [][][][]________ [][][][]________ [][][][]________ 3rd blit (mask 00110011): ________________ ________________ ____________[][] ____________[][] ________[][][][] ________[][][][] ____[][][][][][] ____[][][][][][] [][][][][][][][] [][][][][][][][] [][][][][][]____ [][][][][][]____ [][][][]________ [][][][]________ [][]____________ [][]____________ 4th blit (mask 01010101): ________________ ______________[] ____________[][] __________[][][] ________[][][][] ______[][][][][] ____[][][][][][] __[][][][][][][] [][][][][][][][] [][][][][][][]__ [][][][][][]____ [][][][][]______ [][][][]________ [][][]__________ [][]____________ []______________ with different mask combinations one can make any shape, so long as it is within a 16-pixel range. Most sine scrollers don't exceed 1:1 gradients (a 2:1 gradient could be done but it would need 5 blits). In fact four blits per 16 pixel columns is WORST CASE behaviour, sometimes the mask will be zero so you can skip those blits altogether. |
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#35 |
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is long gone
Join Date: Apr 2007
Location: London
Posts: 1,590
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Looks to be a very interesting solution. Forget the rest of the demo, just make the sinescroller so we can see this in action. Would be cool.
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#36 |
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move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 4,540
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An interesting thought indeed, however, I am still not convinced it will look like a normal sine scroller. Any of the 16 slices can have any y-position, e.g. col1 = y, col2=y+(whatever). As far as I can see Mrs. Beanbag's approach will give a somewhat static scroller but yes, it depends on the used masks. Also, I'm not sure if it will be much faster since it requires one additional blitter source = more DMA used = slow down.
It would be interesting to see an example of this approach though so it can be compared with the speed of a highly optimised sine scroller. ![]()
__________________
Makes me sick when I hear all the shit that you say So much crap coming out, it must take you all day There's a space kept in hell with your name on the seat With a spike in the chair just to make it complete |
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#37 |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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Sine scroller needs to use two sources and a mask already anyway, in order to blit a single column of pixels, you need a mask with one bit set and combine it with the graphics that's already there from previous blits. Any of the 16 slices can have any position with a 16 pixel range. As long as the wavelength isn't too short there is no problem.
But. Yes. I shall write it and post the source. Last edited by Mrs Beanbag; 27 January 2012 at 19:09. Reason: additional |
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#38 | |
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move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 4,540
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Quote:
As I understood it your approach needs one additional source to the already used 2 sources. If that isn't the case it'll be interesting to see the result indeed.
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Makes me sick when I hear all the shit that you say So much crap coming out, it must take you all day There's a space kept in hell with your name on the seat With a spike in the chair just to make it complete |
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#39 | ||
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AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 33
Posts: 924
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Quote:
Quote:
![]() Regards, Lonewolf10 |
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#40 |
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Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 343
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no only 2 sources, one in the same place as the destination as usual and one 4/2/1 pixels higher. The mask is put straight into BLTBDAT so no DMA needed.
The FIRST blit is slightly different however because it doesn't need to combine with the background at all. That uses two sources pointing into the original graphics, one 8 pixels higher than the other. |
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