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#41 | |||
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,865
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#42 |
ATX - For Fun Not Status
Join Date: May 2006
Location: London
Age: 49
Posts: 76
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Got to admit that I've been tentatively putting something together for a little while now. Not Amiga though - Why stick to the old technology when there's new hardware to explore? Flames to the usual address always welcome.
![]() And when I say 'tentatively', what I mean is this: - I get in touch with some old ATX members and ask if they want to do something. They agree and there is enthusiasm. - I talk to some coder friends, they agree and there is more enthusiasm. - We start to do some stuff and I/they remember just how much work all of that kind of stuff was. - Things fizzle out and a year passes - Repeat process from step 1... What we're missing, as Photon has already alluded to, is young and keen talent who still have the buzz, and spare time, to do these things. Most of us 'old heads' have been there, seen it and done it. It may sound conceited, but we've not much left to prove. Besides, we've all got other things to do now and life has moved on. It _does_ still irk me that Anthrox never had a 'Mental Hangover' - IE, a scene changing demo. But then not many groups did! It's my opinion that the rise in the console is largely to blame. Once you lost the keyboard and the disk-drive, you lost the ability to do your own thing. Yes, there's the Mac and PC. But they're not exactly appealing to the young gamer/geek in their cheapest forms. Sell the Xbox 360, Wii or PS3 with a decent OS, keyboard & mouse and a free compiler and you'll see a whole new scene. Of course, some things that made the scene what is was will never come back. Mail trading? Why bother? BBS systems? Pointless. And let's not forget that a large part of the scene was driven by piracy. Good luck running an illegal group these days. What does excite me is the level of collaboration that the Internet could provide. All of the geographical boundaries of the old days are now, effectively, gone. Plus the use of central code respositories and automated build systems could make it so, so easy for everyone to work on the same project. The possibilities, organisationally at least, are mind blowing. |
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#43 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,698
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Not exactly mail trading, but there's a lot of selling and co-op orders in the arcade and unusual consoles "scenes", and therefore a bit more of the old feeling/give and take. Also comics and unusual computers, although eBay etc has minimized that.
Everywhere where there is homebrew, young talent that can be molded exists (insert evil laughter and rubbing of hands, oh and bushy eyebrows). I'm not super sure, but I think there's at least a little in iPhone/Xbox (not 360), maybe NDS and Pandora too. PS3 - not sure. Dunno if anyone but seasoned gamedevs even know/care about the demoscene. Wii is possible, since the docs seem to be there. Windows - well, there's not much new hardware to explore there - maybe some new nice shader or some trick distributing code over the GPU. I mean, the new hardware works like the old hardware, hardware differs a little from each machine and so on. There's Larrabee, but bending that from inside the current framework will be hard and incompatible. The conclusion for most of us is that to a) do something impressive, you need a fixed and limited platform (at least not "GHz") and b) make a new type of demo, you need a platform that is distinct from the others (ie., "not plug in some c code in a wrapper and wham! it's in the pixelbuffer"). The 4K etc categories are an attempt at the former. Even if it's neither impressive nor new, bending a chipset is the only thing worthwhile for me. And so when looking on the choices of platforms, Amiga looks attractive again to those who want to at least have fun while doing all that work ![]() Of the modern CPUs, ARM is the most attractive CPU to code in asm. Most of those sit in portable [gaming] devices. As long as the hw docs are there, they could be attractive. The boundaries are gone but in its place is internet in our kitchens stealing everyone's cycles. ![]() |
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#44 |
ATX - For Fun Not Status
Join Date: May 2006
Location: London
Age: 49
Posts: 76
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Agree about Windows. There are some impressive demos out there, but they tend to be very design led. And, as you say, forget hitting the hardware directly.
The Pandora looks very impressive indeed. I dearly hope it gets some market traction and doesn't go the way of many cool devices that came before it. Byterapers have already put a demo together on the hardware platform it'll be using, so that's an awesome sign that there may be a scene. What I was alluding to was that we all got into the scene from being able to be creative on the hardware that we had. I remember seeing my first crack intro and thinking 'I want to be a part of that' [the scene]. How is your average 15 year old kid going to do that with their Xbox or PS3? With the old platforms, we had nearly everything we needed to be creative given to us when we purchased the machine. Or, at least, we didn't have to pay a huge chunk of money for a development environment. How many of us learned BASIC as a first language, for example? Or had an obscene amount of fun with DPaint when they found it bundled with their Amiga? Those days have been gone for a long time. But the Pandora has given me some hope that things might change. I certainly hope so. The device just needs to be a success. And it will be interesting to see what happens on the iPhone, Andriod devices e.t.c. There's a lot of potential there. The Internet scares me. It pays my wages, gives me entertainment and imparts knowledge upon me. I feel like I am now sucking at the teat of technology ![]() |
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#45 |
Registered User
Join Date: Aug 2009
Location: Birmingham
Age: 38
Posts: 391
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well if anyone wants some amiga made music (octamed) for their demo's. im the man
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#46 | |
Where is my mind?
Join Date: Jan 2007
Location: Nürnberg, Germany
Age: 49
Posts: 129
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- there is only one C64, except for some extetic changes. The only difference is the new sid chip producing a slight different sound from the older one, but apart from that, it is always the same computer and there is only _one_ way to develop on it. The amiga, being more flexible, has been produced in several different hw and os combinations, which fragmented the amiga community in smaller groups (or factions...). - the amiga is way more evolved than the c64 and is therefore more complex to program than the c64. The time and the efforts required on the amiga to produce a modern, successful demo are incomparable to those required on the c64 (though it takes a long time on the c64 as well) Of course, given my passion for the amiga, I would love to see even more demos being produced but, as StingRay clearly stated, the best way to accomplish that is to code demos myself, which my wife would not appreciate... ![]() Last edited by lucadip; 08 October 2009 at 10:57. |
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#47 | |
gone
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
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As an example - you want to change the screen colour at a certain line: On the Amiga - use the copper. Nice and easy. Bang. Done. On the C64 - program a double interrupt (or some other stable raster method eg. sync to sprite) and use some clever timed nop trick to synchronise the video beam *exactly* to the processor cycles your code is using and then you can change the background colour and get a stable colour change. There are many other examples, like opening the top and bottom and sideborders on C64 that also require cycle exact code. It's actually a real challenge to code on that machine. I say, C64 demoscene coders: ![]() EDIT: By the way, just so I don't offend anyone (hi Sting, hi Photon) I also say, Amiga demoscene coders: ![]() |
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#48 |
Where is my mind?
Join Date: Jan 2007
Location: Nürnberg, Germany
Age: 49
Posts: 129
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Are we talking about the same computers?
![]() You are probably mistaking more complex (amiga) with more tricky (c64). The programming model on the amiga is more complex simply because you have to cope with several components (blitter, copper and the other coprocessors) whereas on the c64 you only program for the 6510 (the only coprocessor being the sid). Asm for the 6510 is way easier to learn and use than for the MC680x0: wanna compare the addressing modes on both? I remember programming on the c64 like comfortable but hairy, whereas on the amiga I appreciate the elegance but respect the complexity. |
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#49 | |||
gone
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
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@ lucadip - reread my post - I said in "in my opinion and from my experience". I didn't say you were wrong - if you disagree then that's entirely fair enough - each to their own as they say... Besides, good discussions are fun - if everyone had the same opinion it would be a dull world.
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#50 | |||
Where is my mind?
Join Date: Jan 2007
Location: Nürnberg, Germany
Age: 49
Posts: 129
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![]() If I have understood properly, you are still active: have you got anything interesting (c64 || amiga) to look at? |
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#51 |
Registered User
Join Date: Aug 2009
Location: Berkeley, USA
Posts: 15
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I don't think the complexity of developing for one machine or the other has much to do with it. Of course doing the same effect on both machines it's most often a lot trickier on a C64 compared to the Amiga. However, just because of that there are different standards of what is acceptable to release are on the machines and I do think that the state-of-the-art demos on each machine requires about the same amount of time and talent to produce.
Possibly one thing that the C64 has as an advantage compared to the Amiga is the social structure of the scene. The C64 groups have for a number of years done thing separately from the remainder of the scene, this way they have managed to build a very nice environment and social structure. Us Amiga sceners have been trying to be a part of the scene in general and now find ourselves marginalised to quite a large extent. |
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#52 | ||||||
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Join Date: Apr 2007
Location: completely gone
Posts: 1,596
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![]() ![]() The Retro Megademo is coming soon. \o/ If you've got any ideas and you get that "I need to code" feeling again you could always contribute a routine to it...? ![]() Quote:
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#53 |
Registered User
Join Date: Aug 2008
Location: Göteborg / Sweden
Posts: 237
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I don't understand why you'd say that - in both cases they require several months of hard work, typically spread out over a year or two. And more limited hardware capabilities does not mean that it's easier, or less work, but instead requires you to do more with less.
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#54 | |
Where is my mind?
Join Date: Jan 2007
Location: Nürnberg, Germany
Age: 49
Posts: 129
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![]() And I didn't mean that programming on the 64 is easy either, I probably didn't explain clearly enough what I meant writing "the amiga is more complex" (see my response to pmc for that). I do love the C64 (I lurk on the cbm-hackers ml as well), it was my first computer and it surely is thanks to it that now I work as a software developer. At the X-Party I had the chance to chat with Krill and look at his code and I know it's not easy at all to develop on the 64 (also based on some personal, remote experience). Lookng forward to hearing your opinions! |
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#55 | |
Where is my mind?
Join Date: Jan 2007
Location: Nürnberg, Germany
Age: 49
Posts: 129
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Actually, I've felt that need again and again. That's why I'm doing something for the scene at least: a new platform for the High Voltage sid collection. Of course, it's not coded on the 64 (not even on the amiga...), but it makes me feel better!
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#56 | ||
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Join Date: Apr 2007
Location: completely gone
Posts: 1,596
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#57 |
Global Moderator
Join Date: Sep 2008
Location: Might as well be WORK :(
Age: 57
Posts: 4,110
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Hey pmc, hows this mega demo going, Pm me 'n' let me know mate!
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#58 |
gone
Join Date: Apr 2007
Location: completely gone
Posts: 1,596
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PM sent DH.
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#59 | |
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Join Date: Jul 2003
Location: Helsinki / Finland
Age: 43
Posts: 9,929
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Naturally if you want, you can just code for 8x8 with only the 6510, but that won't get you any respect.. ;-) |
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