Demos, intros and related tunes

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For sharing impressive stuff done with computers - all things demo, intro, cracktro, keygen music, etc.

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Alcatraz - Soil (video.triplea.fr)
submitted 2 days ago* (last edited 2 days 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!    |  
                                         _  .:!  
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