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coddy

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  1. I've written simple video test for FCF. Binary and source.
  2. My contribution to the Chaos Constructions'2017, tiny intro: ROM image, source code: http://www.pouet.net/prod.php?which=71620
  3. Music a big problem on VideoPac. Best I've heard was music in ODC2 intro. I'm not musician and can't imagine who can compose music for Videopac without tracker.
  4. My 256 bytes intro for Videopac, released last week at Chaos Constructions'2016 demo party (St.Petersburg, Russia) Source: https://github.com/petersobolev/rash Pouet: http://www.pouet.net/prod.php?which=68024
  5. Several months passed since my previous post, so there is my another production for TI - 1kb intro with speech (and with BUG, of course ) Pouet: http://www.pouet.net/prod.php?which=67674 Asm source: https://github.com/petersobolev/speechtro
  6. Yes. It is based on this code: http://digitalstratum.com/download/scroller2.html, with some modifications. Horizontal scrolling is a real pain on TI because of lack of hardware scrolling and slow redraws. For games there is a solution to redraw only necessary parts of screen (see development section of this forum), but for text scrolling it is not useless in my opinion. Underlying ribbon (blue-white-blue) placed in Color Table (gmode 2) once and not redraws while scrolling.
  7. Oh, thanks. Yes, it is demo (intro). I'm not the first (crying...) :-)
  8. Yes, it's might be demo if it fits into TI99 RAM without external storage or another data source (does it?). Similar example - "Silvia by Algotech" - is a demo (very impressive in my opinion - it's first example of mpeg-like realtime decompression on C64 and with nice music and FX): Otherwise (for example if it digitizes video from working video player) it is rather "wild demo" - many demo parties have such compo (any entries that "not a demo/intro" fits it. Sometimes even plain home video).
  9. Good question There is a one main target of demo/intro - to impress. To impress in any way - via nice graphics effect, fast and/or tiny code or just because of unusual platform (my way ) And of course, unlike games, demos lack of interactivity and don't have business application (that's why demo version of games, software demos are not related to demoscene).
  10. For demoscene are very important two things: traditions and common standards for hardware. Modern expansions and modifications (like F18A, C One, Mega 65 etc.) won't be supported on demoscene (in my opinion). I know only one successful example - ZX Evolution/TS-Conf (and it was successful only because of very specific ZX Spectrum russian demoscene community).
  11. Sometimes99er: > The TI didn't come with direct access to machine code, which I think is why it took a route of its own (no demoscene) [...] Perhaps, it is good explanation. But what about Apple II - as far as I know it has access to machine code, and was really popular. But till now it hasn't demoscene! Yes, there are a lot of prods on pouet, but most of them isn't demos (i.e. not a demoscene demos): http://www.pouet.net/prodlist.php?platform[]=Apple+II&page=1
  12. Ksarul: Yes, of course. I've seen them (they included in js99er for example). It is really useful (especially with explanations given here, on forum). But it's not a demoscene productions, definitely. Rather examples of code.
  13. Several months ago somebody asked here is where a demoscene on TI-99? Nobody accepted it (and personally I couldn't find any demoscene prod for TI). So, now it is: http://www.pouet.net/prod.php?which=67103 Coded in assembler (using XAS99), also used Tursi player for music (exported from mod2psg, compressed with vcomp) and Convert9918/Magellan to prepare graphics. Required 32k expansion and disk drive (nanopeb is ok)
  14. Wonderful work! Till now it's best game I've found for TI, at least from technical quality point of view By the way, here is C64 version (called Rebounder):
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