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Really Unreal intro Source Code


Heaven/TQA

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don't know if i have ever posted this here but maybe you'll find this usefull... it's the source code for my intro "Really Unreal" which was released 1997. the code is not high class but it does what it does... it has fire routines, bresenham line routines and a twirl effekt. unfortunatly the "twirl unrolled loop generator" is not included but it's really simple... here is my comment from 1998!

 

runreal1.gif

and here is the intro

 

http://www.stud.uni-karlsruhe.de/~un55/Atari8/unreal.com

 

 

 

 

"The Source is from the main-routine of my

intro called "really unreal" and was coded

nearly one year ago...

 

as you study the code you can maybe recognize

some patches... ;) they were done because

of the damned deadline for the party... and

what are coders do if they do not find the bug???

 

they approximate the whole fx to the bug so the

bug IS the FX... ;)

 

well... to be TRUE... if you run really unreal you

can see that the center-pixel is not correct f.e.

i dont know why but my twirl-generator could not calculate

the center-pixel correct... (circle with radius 1)

so i had to do a patch...

 

i know that the routines are not the fastest ones... but

remember... the intro made 3rd place and was the 1st intro!!!

 

well... which routines whould i recode nowadays???

 

1. the twirl-generator... (not included... you know tha waiting

at beginnig where the taquart-gfx is on screen...)

2. the fire-routine... its possible to speed it up to 50fps...

so let me say... factor 10... ;) or warp 10 ???

3. maybe my line-routine... but it is straight-forward breseham-conversion

so... it should be fast... ok... except for unlooping stuff... but

i dont like "normal" routines to unloop...

 

ok... enough crap...

 

just some infos...

 

there are datafiles and some other routines missing... but for study its

ok i think...

 

the speed-code looks like this...

 

ldx angle_of_the_circle_1 ;

lda twirldata,x

ldx angle_of_the_circle_2

ora twirldata,x

sta screen

ldx angle_of_the_circle_3

...

 

of course there are many special-cases to deal with. f.e.

if the pixels are on the same circle... so you can leave

leave the "ldx angle"-stuff for the 2nd pixel...

and many other... if you do not handle the cases even

with speed-code its not possible to update the sram in 1 vbl...

 

06. maj 1998, heaven/taquart"

 

 

 

http://www.stud.uni-karlsruhe.de/~un55/Ata...eally_src2.html

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It would be a good idea to post such threads to Atari 5200 / 8-bit Programming section too. Many technical/programming stuff is put here, which is great, but it would make Atari 5200 / 8-bit Programming section more visited as it is.

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