Jump to content



0

Really Unreal intro Source Code


5 replies to this topic

#1 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • 8,109 posts
  • Location:Baden-Württemberg, Germany

Posted Mon Mar 27, 2006 9:12 AM

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!

Posted Image
and here is the intro

http://www.stud.uni-...ari8/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-...eally_src2.html

#2 Mr.Bacardi OFFLINE  

Mr.Bacardi

    Star Raider

  • 63 posts
  • Location:Germany

Posted Mon Mar 27, 2006 1:07 PM

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 ! ;-)

#3 Heaven/TQA OFFLINE  

Heaven/TQA

    Quadrunner

  • 8,109 posts
  • Location:Baden-Württemberg, Germany

Posted Mon Mar 27, 2006 1:58 PM

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... :)

#4 Gury OFFLINE  

Gury

    Dragonstomper

  • 779 posts

Posted Tue Mar 28, 2006 1:49 AM

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 ;)

#5 Gury OFFLINE  

Gury

    Dragonstomper

  • 779 posts

Posted Tue Apr 4, 2006 7:18 AM

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.

#6 Gury OFFLINE  

Gury

    Dragonstomper

  • 779 posts

Posted Tue Apr 4, 2006 7:20 AM

Damn, I post similar reply before :? :)




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users