fibrewire #1 Posted December 15, 2011 Assembly has come a long way since the Atari Home Computer - and yet 64K seems to be plenty of space now as well as then. Aside from system dependencies and overhead requirements, this program requires only 64K of raw code. Pretty impressive... see attached! cns!ct.zip Quote Share this post Link to post Share on other sites
Bryan #2 Posted December 15, 2011 Huh... doesn't seem to run on my 800XL. Must require 1MB. Quote Share this post Link to post Share on other sites
Rybags #3 Posted December 15, 2011 More likely >4 Meg just for a couple of frame buffers. It's nice and all but consider that it probably depacks to some huge amount like 16 Meg+ and probably does most of the stuff by DirectX calls and doesn't have so much as a line-draw routine within the program itself. Quote Share this post Link to post Share on other sites
+Eagle #4 Posted December 15, 2011 Must require 1MB. I tried. Do not start. It may need some patches. Quote Share this post Link to post Share on other sites
Rybags #5 Posted December 15, 2011 It needs a Project TeePee - Dirtybum CPU accelerator upgrade. Quote Share this post Link to post Share on other sites
Bryan #6 Posted December 15, 2011 Maybe it's PAL only. Quote Share this post Link to post Share on other sites
Bryan #8 Posted December 15, 2011 Looks like it's using PM overlays... I bet we could work up a couple G2F screens to prove the entire demo is possible. 1 Quote Share this post Link to post Share on other sites
+Stephen #9 Posted December 15, 2011 Using Gr.7 with digis too! Quote Share this post Link to post Share on other sites
flashjazzcat #10 Posted December 15, 2011 Come on guys - it's obviously VBXE only. Quote Share this post Link to post Share on other sites
emkay #11 Posted December 15, 2011 (edited) Using Gr.7 with digis too! Possibly a solution As it would be easier to reproduce the graphics than the music. Edited December 15, 2011 by emkay Quote Share this post Link to post Share on other sites
R4ngerM4n #12 Posted December 15, 2011 It's ugly. I felt depressive after watching this demonstration. Quote Share this post Link to post Share on other sites
pseudografx #13 Posted December 15, 2011 Actually, there's even a 4k version of this production. Quote Share this post Link to post Share on other sites
fibrewire #14 Posted December 15, 2011 you got to be kidding me... how does 3D Tic-Tac-Toe stack up to that? Quote Share this post Link to post Share on other sites
Tickled_Pink #15 Posted December 15, 2011 I can actually believe it. You can still write small pieces of code which manipulates massive amounts of data to produce something like this. Still impressive stuff, though. Quote Share this post Link to post Share on other sites
emkay #16 Posted December 15, 2011 4x4 mode with pure cpu calculations and pm overlays Quote Share this post Link to post Share on other sites
Bryan #17 Posted December 15, 2011 When I watch these demos, I keep thinking that game designers are missing the boat. Some of this procedurally generated stuff would make a much cooler game environment than a bunch of texture mapped buildings and trees. Quote Share this post Link to post Share on other sites
andym00 #18 Posted December 15, 2011 Deleted.. Stupid ipboard app on phone!! Quote Share this post Link to post Share on other sites
+JAC! #19 Posted December 15, 2011 Nowadays PC demos all use pixel shaders (= tons of parallel GPU+tons of heap) and mathematical functions to render the models. And all of the functionality is already included in the libs (DirectX/GL). So this a not related to bein able to really "code" in the sense commonly used, it's using descriptive mathematics: A point belongs to a sphere, if the distance to the center is less than the radius, i.e. "if |(x-c)|<r then color=red". You don#t need much space for that formular. Too abstract? Just check this and have fun playing around: http://www.iquilezles.org/apps/shadertoy/ Quote Share this post Link to post Share on other sites
1NG #20 Posted December 15, 2011 (edited) I like these demos a lot, too. BTW: they need more than 64k. In fact they need more than 1000 times 64k. They only need 64k on the filesystem. On an Atari you can use a 256 bytes on disk to use 1MB Ram also. The modern PC-System has GB of installed libraries and tons of hardware. That powerful army only waits for commands. 64k of packed commands on disk. But to get such fine art from that is not done very easy Edited December 15, 2011 by 1NG Quote Share this post Link to post Share on other sites
emkay #21 Posted December 15, 2011 I like these demos a lot, too. BTW: they need more than 64k. In fact they need more than 1000 times 64k. They only need 64k on the filesystem. That's obvious. The 64K is just the "transport" to have the Demo running. There are Gigabytes of resources getting activated by those calculations. It's impressive in it's own way. But it would surely be as impressive, to see similar stuff on the A8 , with the given limits ofcourse. Numen and Control show the direction. It would be necessary to calculate frames partially, drawing only thin parts on the whole screen, to let the scene move, not just a single object. Well, DL tricks, PM overlay and other hw features would always upgrade the whole thing. Quote Share this post Link to post Share on other sites
+remowilliams #22 Posted December 15, 2011 It needs a Project TeePee - Dirtybum CPU accelerator upgrade. 1 Quote Share this post Link to post Share on other sites