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Demos, intros and related tunes
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For sharing impressive stuff done with computers - all things demo, intro, cracktro, keygen music, etc.
Algorithmically created art, programming craftsmanship with old and new hardware.
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Alcatraz - Soil
(video.triplea.fr)
submitted
4 months ago* (last edited 4 months ago)
by
AbNormalHumanBeing@piefed.world
to
c/demoscene@piefed.world
https://demozoo.org/productions/336653/
atz-soil.nfo:
`----- -
***
---------?\___/?\/zS!?\___/?\/--o
Alcatraz |
`----- -
***
------ -----\___/?\/!?\___/?\/--o
|
release name: Soil |
type: Amiga 500 - 40k intro |
release date: 19.01.2024 |
|
code + music: Virgill |
gfx: Critikill |
|
Amiga ASCII: NE7 |
|
rendering worlds, needs +512k to run |
|
|
Contact us @ PLK 555-NASE |
|
I (Virgill) embarked on a delightful |
8-week journey rekindling my coding |
skills on the Amiga. After a whopping 33 |
years, my mind was practically a blank |
slate. It all began when I pondered if a |
routine, akin to my Windows 4k intro |
"Xorverse," could somehow find a home on |
the Amiga. Excited, I fired up the |
fantastic VScode-Amiga-debug environment |
from Abyss, only to hit a snag - the |
good old Amiga could only handle |
rendering a maximum of 2 lines of |
graphics for those xor algorithms per |
frame. |
|
Undeterred, I decided scrolling could be |
a solution, and that's when the real |
challenges surfaced. How on earth do I |
create a copperlist? What's the secret |
to waiting for the beam in the lower |
part of the screen? And how in the world |
do I turn the graphics upside down? Ah, |
there's a modulo register; let's just |
brute force it until it looks good. |
|
Thinking I could turn this into a |
complete intro, I needed a music player. |
Choosing Aklang and LSP seemed like a |
no-brainer, but boy, it gave me more |
grey hairs than I anticipated. Shoutout |
to Platon42 and Leonard for coming to my |
rescue, helping me run it smoothly. And |
yes, I even had to dabble in assembler |
to coax a beat counter out of LSP, |
bringing back the basics of 68000 |
assembly. |
|
Next up on the list: sprites. It |
couldn't be that hard, right? Wrong! |
Creating data structures for sprites |
turned out to be a headache, courtesy of |
Commodore. I longed for the simplicity |
of the C64. Still, I somehow managed to |
showcase a spaceship, invaders, and a |
border. |
|
Enter Critikill, whose involvement |
injected new life into the project. His |
fantastic graphics and assets became a |
tremendous source of inspiration. Thanks |
a bunch, mate! |
|
Now, it was time to tackle the blitter, |
a step that filled me with awe. |
Brute-forcing blitter minterms |
(resulting in the fire-fx) was the |
initial approach until Leonard |
enlightened me on an easier way to |
calculate them. Blitting those bubbles |
ensued, discovering the comfort of |
interleaved bitplanes mode. One blit per |
bubble โ how comfy! Crafting the |
copperlist for those looping bitplanes |
in two speeds took a week of logic. |
Blitting over the repeating bitplane |
borders? Another week :) |
|
The sine part threw another challenge my |
way. In C, plotting many dots wasn't |
feasible, so back to asm it was. Speed |
increased, but occasional jerky frame |
drops persisted. Thanks to Platon for |
the hint on the CIA player and how to |
fix the waitVBL routine! |
|
I could share more, like the |
satisfaction when a simple fade routine |
finally worked, or the art of filling |
the remaining 4k with a speech sample |
when coding fatigue set in. |
|
Major kudos to the insane Amiga coders |
who've mastered every bit and trick in |
this machine. It's downright crazy hard! |
|
Special thanks to: |
|
Soundy for the quick gradientmaster |
update. |
Magic for testing on real hardware. |
Nosferatu, Platon, Dan, Ok3anos for |
helpful tips. |
Noname, Hellfire, Artlace, and possibly |
others I forgot โ you know who you are! |
_ .:!
<----- ----- - - - - - ----- ----\/----'
___________ /\
\ |_____ / \ ______ ______________
\ | | _______ / \ | /__________ _______| /
__\ | |/ ____// \| | __ \\ | ___ /
/ \___ | | Z___/__ | _| Z/ /_\___ |___Z/ /
/ Z/ | |_ / | |_ /_____/ Z/ !/ ______/--.
/ / |_____/_______/ |_____/ /\ !___/\____| Z/ |
/______/\______!NE7 / \`--/ \______! /____________!
/________________\
3
https://demozoo.org/productions/47314/
maine_farmers_exchange.txt:
______ _____________ ______
_____ / \ / / Y /
Y \/ _ _/ _/ __/\_ _ _/__ MAINE FARMERS EXCHANGE
| _ / Y _/: Y Y in cooperation with
| \__/ | | | | | DUAL CREW-SHINING
`-----'\________|-------' `------|______| __ _
.-->->> - ---->> ____________ _____ _____/|/ /
| _. ._____7__ /_/ _/_____.\ |______
| \| | |/ / |/ |-\______ Y
| PRESENTS : | / /: / | Y |
| | _ /|| _ | _ |
| `------\_______|`------\______|----\________|
| <<-<-----------------------------------------------------.
| |
| the Payback 2013 invitation called: |
| |
| "Limousine for the Demoscene - The Payback 2013 Invitation" |
| |
| Released at The Ultimate Meeting 2012 |
| held in Griesheim, Germany |
| |
| ------------------------------------------------------------ |
| |
| PAYBACK 2o13 - Organized by Darklite & Paranoids |
| |
| 1-3.2.2013 in Villa Haka, Helsinki |
| |
| Featuring Pool, sauna (both for boys & girls!) |
| DJ Gigs and BBQ! |
| SceneSat live broadcast from the partyplace |
| |
| Entrance fee 30e |
| Supporter ticket 60e |
| All inclusive 100e |
| |
| Fabulous competitions: |
| DEMO (PC/Amiga/C64) / INTRO / MUSIC (mp3+tracked/oldskool) |
| GRAPHICS / ANS+ASC / WILD (Vid+photo) / OVERHEAD PROJECTOR |
| |
| Join us at IRCnet: #payback & visit |
| http://www.thepayback.fi/ for more info! |
| |
| ------------------------------------------------------------ |
| |
| Credits: |
| Visuals: Uncle-x & Kurli |
| Soundtrack: The Hooligan / DC-S |
| Graphics & Models: Adam / DC-S & Bracket / Accession |
| |
| ------------------------------------------------------------ |
| |
| Uses BASS & libjpeg |
| |
| Developed with no regard to old hardware. It may or may not |
| run smoothly on computers. |
| |
`---------------------------------------------[Logo by H7/dS!]-'
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