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Catharsis Theory - a new 4k demo

demo 4k source

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#1 Kylearan OFFLINE  

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Posted Mon Apr 17, 2017 2:54 AM

I have released a new demo at the Revision 2017 demoparty, this time in 4k because people kept telling me you have to do a 4k to become a "real" VCS developer. ;)

 

Here's the Pouet link: http://www.pouet.net...php?which=69681

 

I've also attached the binary to this post. The dasm source can be found here: https://bitbucket.or...theory/overview

But caution, due to a lot of heavy optimization, it might not be very readable. The readme contains a technical write-up though, in case you are interested.

 

Now I can go back to developing Air Taxi. :)

Attached Files


Edited by Kylearan, Mon Apr 17, 2017 2:57 AM.


#2 Jinroh OFFLINE  

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Posted Mon Apr 17, 2017 8:11 AM

Great demo. :)

 

Awesome progression, music, and effects. Thanks for sharing.



#3 enthusi ONLINE  

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Posted Mon Apr 17, 2017 10:05 AM

Cudos for 4k, of course. Very good!

#4 DirtyHairy OFFLINE  

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Posted Mon Apr 17, 2017 2:40 PM

Very nice work, and an additional motivation to resume work on improving starfield emulation soon  :) On thing that has been bugging me for some time (but I haven't tried out yet): I would assume that something like

LDA #$70
STA HMM0
STA HMM1
STA HMBL
STA HMP0
STA HMP1
STA WSYNC
STA HMOVE
; Waste 10 or so CPU cycles
STA HMCLR

should be a simple and robust way to put all five sprites into "starfield mode" without tight timing requirements, but I haven't seen this mentioned anywhere yet. I guess I should just try it out one of these days, but: has anyone already tried this?


Edited by DirtyHairy, Mon Apr 17, 2017 2:49 PM.


#5 AW127 OFFLINE  

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Posted Mon Apr 17, 2017 5:17 PM

Superb Demo KYLEARAN!!!

Edited by AW127, Mon Apr 17, 2017 5:24 PM.


#6 Mr SQL OFFLINE  

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Posted Mon Apr 17, 2017 6:49 PM

Great demo Kylearan, but why such a negative theme?

I had to shut it off after hate and racor, but the design reminds me of polybius a bit.



#7 Thomas Jentzsch OFFLINE  

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Posted Tue Apr 18, 2017 1:37 AM

And absolutely excellent demo. I was pretty disappointed when I first saw it at Revision, but there it was butchered by the organizers(?). The complete version is sooo much better. :thumbsup:

 

On thing that has been bugging me for some time (but I haven't tried out yet): I would assume that something like

LDA #$70
STA HMM0
STA HMM1
STA HMBL
STA HMP0
STA HMP1
STA WSYNC
STA HMOVE
; Waste 10 or so CPU cycles
STA HMCLR

should be a simple and robust way to put all five sprites into "starfield mode" without tight timing requirements, but I haven't seen this mentioned anywhere yet. I guess I should just try it out one of these days, but: has anyone already tried this?

Yup. Look here.


Edited by Thomas Jentzsch, Tue Apr 18, 2017 1:40 AM.


#8 Kylearan OFFLINE  

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Posted Tue Apr 18, 2017 4:39 AM

Great demo Kylearan, but why such a negative theme?

Because the real world isn't only rainbows and roses as well. :)

 

I know the concept won't appeal to everyone, but I hope at least the technical side can still be interesting.



#9 Philsan OFFLINE  

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Posted Tue Apr 18, 2017 11:49 AM

Awesome demo, not only technically.



#10 SpiceWare OFFLINE  

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Posted Tue Apr 18, 2017 12:01 PM

I have released a new demo at the Revision 2017 demoparty

Nicely done! :thumbsup:

 

this time in 4k because people kept telling me you have to do a 4k to become a "real" VCS developer. ;)

I thought it was 2k, like the initial batch of games :ponder:

;)

#11 enthusi ONLINE  

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Posted Tue Apr 18, 2017 12:04 PM

Ah, well. The CPU can handle 4k, so be it ;-)

I like the result and even more the fact that you probably felt all the despair, hope and enthusiasm working in the 4k limit ;-)

While I lost some hair over it, this gave me quite some 'understanding' of the old times when I worked on Assembloids2600 in 4k.



#12 TheHoboInYourRoom OFFLINE  

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Posted Tue Apr 18, 2017 12:07 PM

I love the lightning bolt effect here!



#13 DirtyHairy OFFLINE  

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Posted Tue Apr 18, 2017 3:09 PM

Yup. Look here.

 

Thanks, Thomas, that's indeed the exact code I had in mind  :grin: I had found star field discussions on the Stella mailinglist before, but somehow, this thread eluded me. I guess there's nothing new under the sun...  ;)



#14 splendidnut OFFLINE  

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Posted Tue Apr 18, 2017 6:33 PM

I love the lightning bolt effect here!

 

I was going to say the same thing,,, The lightning is my favorite part.



#15 Kylearan OFFLINE  

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Posted Wed Apr 19, 2017 1:15 AM

I thought it was 2k, like the initial batch of games :ponder:

;)

Nice bait!  :-D



#16 Kylearan OFFLINE  

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Posted Wed Apr 19, 2017 1:17 AM

[...] you probably felt all the despair, hope and enthusiasm working in the 4k limit 

Actually the order was different: First enthusiasm, then hope, then despair.  ;)



#17 enthusi ONLINE  

enthusi

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Posted Wed Apr 19, 2017 1:32 AM

So the proper order is enthusiasm, hope, despair, 4K.



#18 Thomas Jentzsch OFFLINE  

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Posted Wed Apr 19, 2017 1:38 AM

 

Thanks, Thomas, that's indeed the exact code I had in mind  icon_biggrinwink.gif I had found star field discussions on the Stella mailinglist before, but somehow, this thread eluded me. I guess there's nothing new under the sun...  icon_wink.gif

A funny coincidence is, that this code related to another demo (Svolli's Bang!). And the discussion with Svolli resulted into my own Coke Zero demo.



#19 Thomas Jentzsch OFFLINE  

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Posted Wed Apr 19, 2017 1:59 AM

I finally found the time to carefully read the readme. That one is very valuable and contains a lot of info I would have missed without it (e.g. the Cosmic Ark stars).

 

And the Optimization for Size part pretty much describes my own optimizing techniques. But fortunately I usually feel much less pain. And now I will have a look at your code and find a few extra bytes... :D

 

BTW: I love the Lightning! icon_love.gif (I would like to see that on its own to study the variation)


Edited by Thomas Jentzsch, Wed Apr 19, 2017 2:19 AM.


#20 TheHoboInYourRoom OFFLINE  

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Posted Wed Apr 19, 2017 5:49 PM

(I would like to see that on its own to study the variation)

I was thinking the same thing.



#21 Kylearan OFFLINE  

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Posted Thu Apr 20, 2017 5:01 AM

BTW: I love the Lightning! icon_love.gif (I would like to see that on its own to study the variation)

 

No problem! I've attached a source file where I stripped out everything else except the lightning. I don't know how readable it is though, as it's from after size-optimization.

 

There's a table called "LightningSeeds" which contains 8 seeds for the pRNG that I think look good and which I've found by trial and error. It loops through these seeds. I'm sure there are more good-looking seeds, but also a lot that don't work well - just experiment.

Attached Files



#22 Thomas Jentzsch OFFLINE  

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Posted Thu Apr 20, 2017 6:34 AM

Thanks!

Works, except that the ball is moving around.

#23 Kylearan OFFLINE  

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Posted Thu Apr 20, 2017 7:00 AM

Works, except that the ball is moving around.

 

It does?  :?  Looks good to me here. What exactly does the ball do which it shouldn't?



#24 Thomas Jentzsch OFFLINE  

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Posted Thu Apr 20, 2017 7:05 AM

The central flash is steady, but the ball and P1 are moving horizontally between frames.

 

Here is the ROM and a screenshot, maybe you can spot what's going wrong.

Attached Thumbnails

  • broken lightning.png

Attached Files


Edited by Thomas Jentzsch, Thu Apr 20, 2017 7:06 AM.


#25 Kylearan OFFLINE  

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Posted Thu Apr 20, 2017 7:28 AM

Haha, that's funny - or sad, I'm not sure. ;) It looks like we are using different versions of dasm. In line 72 in the subroutine "FinePosObject", my source says
 
    sta.w RESP0,x

which according to Stella my dasm compiles to
 
    STA.wx RESP0,x

and yours to
 
    STA.w RESP0

which of course is not what I want, as it's missing the x indexed mode. (I repeat myself, but dasm is REALLY annoying and outdated. No modern tool should silently discard the ",x" without saying anything to the user.) I'm using DASM 2.20.11 20140304 by the way.

So for your version of dasm, I guess changing the line in the source to "sta.wx RESP0,x" should probably fix it.





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