wiztom information 3 glöps
- general:
- level: user
- personal:
- first name: tomi
- last name: kivelä
- demo Atari STe C++ is Forbidden by Cerebral Vortex [web]
- >> templeton
Sorry, my bad. (checked it again, objects and tunnel have 25fps animation, so it looked very 2 frame'ish at first).
why not hardware scroll? tunnel gfx and objects are on different planes and there should be memory for 7 frame anim in one meg ste.
(also rechecked stardust, it's been nearly 20 years and my memory is failing :(
objects have some parts in 3rd plane so some masking is needed. hardware scroll and player ship are updated every frame )
- isokadded on the 2012-12-18 17:36:55
- demo Atari STe C++ is Forbidden by Cerebral Vortex [web]
- nice demo and all, but I have to disagree with some of you on that tunnel part.
It runs in 2 frames, has 2 plane tunnel gfx and 2 plane flying objects, just like stardust tunnel. just the hardware scrolling position is set per frame, but that is trivial.
(and stardust actually has more flying objects + 4 plane partially masked player ship to draw on top. trick is optimised blitter code for each individual bitplane and animation frame for objects ;) - isokadded on the 2012-12-17 00:58:40
- intro Atari STe Romeo - Armada Is Dead by Aggression
- bit in tech side. 50khz 4ch mod replay rout with all effects by xenit, takes about half of cpu time.
julia fractals are done with a funky multiplication free algorithm that is very fast. under 2 sec for any set with iteration of 120 (record time for st?).
they are also drawn with 31 (interlaced) colors.
keep alt-key pressed to skip mod replay and have fractals in full speed.
i did same algorithm for falcon with dsp in motion (and replaced tables with multiplications).
that ones calculated in few frames but resolution was halved as dsp has very limited memory. - isokadded on the 2010-01-31 14:08:49
- demo Atari STe More Or Less Zero by Dead Hackers Society [web]
- mored: two spikes does not take twice the time to draw. in fact, second sprike in this is mirror of first one and as such, takes about 0.3 frame to produce (at most). entire screen runs 5 to 6 vbl, about 8 to 10 fps. if you think that is slow then do remember this is in fullscreen which always takes some extra time and makes thing more triky. even when doing just c2p and clearing in fullscreen part of screen and actual rasterising elsewhere.
and that background is moving every frame :)
(really nice use of gfx stripes+rasters there by the way) - rulezadded on the 2008-10-30 09:57:17
account created on the 2008-10-30 09:41:13