Gespensterwald 64b by Desire [web]
. . . .. .: . ..:. . .:::. ::|:.. :|||:. ____ |||||: ____ _ __ ____ ________\\ |||||| //__ _ |::::: ___ _________/\ ________ ___/\ __ ____/\ _ ______ _\\__\\__.____ \\ ___/ _ //___(__)_. __ \\ ___/ | / \ __)____ \/ \ |_ / _/____ __)______ ___ _ |________/________________/___ `/_\ \_ ____ //__// yop \/ \________/ \/ ...... * d E S i R E * _ ____ |||||| ___ _ //___ :||||: ___\\ ::||:: .:|::. .::. . :. . .. . . . G E S P E N S T E R W A L D 64 byte msdos intro HellMood/DESiRE Near where i live, there is a very cool location named "Gespensterwald". A forest, located on a cliff directly at the baltic sea. It can be beautiful at times, but also haunting at others. Dedicated 2 Cha ⥠Technically, this is yet a another raycaster, exploring 3D sierpinski structures, while filling the unused space with ambient drone sounds. New this time is breaking the comfort of the "LOOP" instruction, which is very efficient but also sends the ray in the wrong direction. Instead, CX is used for the frameloop, which enables another trick to save bytes for time influence (freezing SI, and using just the high byte to increment AH with "add ax,bp", thus saving another byte) The geometry has special behaviour, as for the projection MUL and IMUL are combined, thus mixing top-left and middle centered projections, resulting in structures getting thinned out in the depth. As a side effect, only a part of the screen is filled, which allows for very efficient "black bars" creation on top and bottom with a simple offset (two bytes). The submitted version (62 bytes) works as is in MS/FreeDos it is very fast though. There is another version without sound, synced to the timer, which is 44 bytes, also working on all Dos Versions. A size way lower than 40 bytes can be achieved with cutting alignment and color mapping, but exploring that further is a thing for the future ;) db 60 ; 1st run piano, then french horn db 0x9b,25,114 ; play note 25 with volume 114 nop ; align executable music data mov al,13h ; set graphic mode int 10h ; 320x200 pixels, 256 colors Y: mov cl,62 ; 62 = length of this code push si ; save pointer to music data mov dx,0x330 ; MIDI port (requires UART) rep outsb ; send code as data to MIDI port pop si ; restore pointer to music data push 0xa000 ; set ES to start of visible screen pop es ; 2 extra bytes to work everywhere X: mov bl,126 ; Depth D, start at ~0 (signed) L: inc bx ; D++, advance ray mov ax,0xcccd ; Rrrola trick, convert screen mul di ; ... pointer DI to Y,X in DH, DL mov al,dh ; get Y in AL add al,92 ; center forest in the middle imul bl ; Y' projection, result in AH xchg ax,dx ; save Y' in DH, get X in AL mul bl ; X' projection, result in AH add ax,bp ; X'' = X' + T (high byte of BP) or ah,bl ; sierpinski pyramid formula and ah,dh ; H = ( X'' | D ) & Y' jnz L ; if not hit, continue ray xchg bx,ax ; get number of steps in AL inc ax ; map number of steps ... shr al,3 ; .. to black white scale stosb ; write pixel value and advance imul di,byte 85 ; antiflicker, rough look loop X ; frame loop (65536 pixels) add bp,si ; T++, high byte of BP (SI=100h) jmp short Y ; repeat, also change instrument... G R E E T I N G S \ \ \ \\ sensenstahl,homecoded,rrrola,frag,T$ \ \ \ \\ Optimus,Trixter,igor,gentleman,Vile \ \\ Whizart,g0blinish,Rudi,ryg,Tomcat \ \\ orbitaldecay,wysiwtf,Kuemmel,p01,Lara \ \\ Oscar Toledo,Drift,maugli,Harekiet \\ superogue,blossom,alia,iONic \\ Dresdenboy,mrsbeanbag,DevEd
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