Heaven/TQA Posted March 27, 2006 Share Posted March 27, 2006 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! 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 Quote Link to comment Share on other sites More sharing options...
Mr.Bacardi Posted March 27, 2006 Share Posted March 27, 2006 Hi Heaven, what about sending your sources to the Atari XL/XE Source Archive ? http://sources.pigwa.net/?page=0 That's the right place for cool demos/intros ! Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted March 27, 2006 Author Share Posted March 27, 2006 oh...cool! haven't knew that site... even asskicker source is there? well... i'll gonna zip my sources and will post them there as well... Quote Link to comment Share on other sites More sharing options...
Gury Posted March 28, 2006 Share Posted March 28, 2006 TQA, I saw your demo before and it's excellent. Maybe it would be good idea to post such things also to Atari 5200 / 8-bit Programming forum to make it more alive. Bump mapper gave me an idea for a title for a new game Quote Link to comment Share on other sites More sharing options...
Gury Posted April 4, 2006 Share Posted April 4, 2006 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. Quote Link to comment Share on other sites More sharing options...
Gury Posted April 4, 2006 Share Posted April 4, 2006 Damn, I post similar reply before Quote Link to comment Share on other sites More sharing options...
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