Frustro by Desire [web]
Frustro by Desire ----------------- A 40k Amiga OCS intro for the GERP 2023 intro competition. Started as a project that we wanted to have ready for last year's GERP. Well, we released three compo fillers since, as we didn't get it finished. Two weeks ago, I (Platon) pulled the plug and retired from that project for various reasons. But I didn't want to waste the code I worked on for many months. So what you're seeing here is more or less two effects coded for the other intro, but with the gfx assets replaced with different stuff and of course, as usually, adding a lot of other code while working on it. I really have to thank Rue and Optic, who provided last-minute graphics albeit being busy with their own compo pictures (I had to "finish" Optics gfx myself though, so don't blame him if it looks sub-standard). Special thanks must go to Virgill for the again completely mind-boggling soundtrack and motivational support. Without both, I'm quite sure, this would not have been possible. Hammerfist came up with the original concept and ideas. I hope that one day this project will see the light of day because it contained so many fabulous ideas. The two effects were only a fraction of the whole thing (and clearly it probably wouldn't have fit in 40k!). Requirements ~~~~~~~~~~~~ MC68000, OCS, 512 KB Chip, 512 KB Fast (yes, memory is on a tight edge this time!) Credits ~~~~~~~ Virgill - Music, sound effects, support, AmigaKlang Rue - Graphics (title picture, background trees) Optic - Graphics (font, giraffe head and body) Platon42 - Code, additional graphics, text Hammerfist - Original ideas, boat geometry Additional Credits ~~~~~~~~~~~~~~~~~~ Dan - AmigaKlang2Asm Leonard - LightSpeedPlayer a/b - original sine table code Blueberry - Shrinkler Tech Tech ~~~~~~~~~ This intro features anti-aliased lines drawn by the blitter. Rotation, flipping and recoloring of the giraffe head frames are done during runtime. The heads consist of 7 colors plus three extra colors using sprites. The intro generates 128 KB of speed code (in fast ram) to save 92 KB of chipmem that would have been otherwise necessary for the 16 frames of what was formerly supposed to be a water animation.
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