Neonsky by Ephidrena
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popularity : 70% |
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alltime top: #784 |
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added on the 2016-07-17 15:16:08 by Frequent |
popularity helper
comments
seeeeeeeeeeex
rulez added on the 2016-07-17 15:18:33 by ferris
Some very cool visuals, specially liked the neon rasters :)
Very nice glows! In WinUAE I used 68030/68881/JIT with 8mb chip ram & 256mb Z3 Fast ram.
Well, this one rulez. And its in high-res from what I see.
One of the effect reminded me of Cubescapes by DKD. Plus we have high-res, so I wonder what will be Britelite's answer to that prod. Demowise of course :)
One of the effect reminded me of Cubescapes by DKD. Plus we have high-res, so I wonder what will be Britelite's answer to that prod. Demowise of course :)
Nice visuals, good effects :)
I liked this a lot. :-)
Yes!
Wypas!!
The original Eph band is back!
EPH is back!!! YES, YES, YES!!! :D
Cool visuals, really enjoyed the music as well.
Eph!
So so nice, visual and audio harmony, what a lovely track, and the shapes and patterns melded so well with it, and like DBug said, those are some sexy neon rasters!
Great production and worthy winner! nice taking to you as well at the party Loaderror =).
Now that was unexpected, very nice! :) Cool demo with great music!
Awesome effects/production.. The music fits so nicely. Well done :)
Ephic Ephidrena Return. The Neonsky is the limit!
Ace!
After 5 years Ephidrena back on Amiga AGA..
Welcome back guys.. Keep em coming..
Nice colorfull demo! Deserved 1st place!
Welcome back guys.. Keep em coming..
Nice colorfull demo! Deserved 1st place!
Oh fantastic, more crap we've seen time and time again, in terrible colours and low resolution because it sure as hell is easier than making a decent modern demo.
So good to have you back on Amiga! Those lazers are amazing!
Could have used a couple more set pieces of the hard coding variety, but otherwise nicely done.
what Dbug said =)
I really liked this one! Very nice direction and love the music. Photo effects were pretty cool.
On one hand: new eph amiga! On the other hand a bit mild on every departhment... effects/visuals, design, audio. A lot of clashing and bad palettes, though some good as well. Little synergy with the music, just random effects. I dug the music for the first half but then it just lost its grip during the second, though this was partially because of the slight mood change which wasn't reflected in the visuals. Feels like a "B-sides" collection from various other demos.
nice atmosphere!
nice
Love especially the music! Great stuff.
some good scenes, some bad/boring/seen 200 times ones. music is quite decent. i'll pigg it.
Quote:
One of the effect reminded me of Cubescapes by DKD.
More like older EPH. Anyway, It's certainly likable, but some of the recycling is way too obvious. ;)
Nice one!
hires is the new black!
While I'm really happy that they're back I'm not completely convinced about this demo.
The AGA copperbars and the soundtrack (surprisingly rough for being one of Frequent's) were some of the highlights. As for the other stuff I'll have to rewatch it on real HW to determine whether the code is really cool enough to let them get away with the colorscheme and seen-before-but-now-sliiiightly-upgraded effects. :)
The AGA copperbars and the soundtrack (surprisingly rough for being one of Frequent's) were some of the highlights. As for the other stuff I'll have to rewatch it on real HW to determine whether the code is really cool enough to let them get away with the colorscheme and seen-before-but-now-sliiiightly-upgraded effects. :)
Maybe I can write a little bit about the effects now that people started blogging about their demos and all.
After seeing Britelite's recent Hires demo I wondered what else can be done in 640x256 resolution.
The textured tunnel/ball/plane effects
The texture is stored in the palette at 12x12 with lower resolution "miplevels" of 12x6, 12x1, 6x1 and 6x1 again. All together spending 240 palette entries leaving 16 colours free for a sprite overlay (credits). Each level has a different brightness and are resampled from the main 12x12 texture so that one can produce the light at the end of the tunnel without spending any processing power on this. Then each level is color cycled according to their size to produce the effect of the rolling texture. The y-motion is because the table is bigger than the screen (shocking!). 9 different tables are created per tunnel with partial angle and scroll offsets to mitigate the ugliness of 12x12 resolution movement.
The cross fader (photo effects)
Another palette effect where the first picture is using colours 0..15 while the second picture is using colours 0..16 * 16. Then the result of the mix is calculated at the sum of these palette indices. For example a 50% mix of colour 1,1 will be placed at colour 16*1+1. The sum is a side effect of placing the first picture's bitplanes using bitplane pointesr 0-3 and the second image bitplanes at pointer 4-7.
The pictures are from a trip to Hongkong and from the clouds above Trondheim in Norway.
The neon copper bars
A 1D RGB buffer of 256 lines*2 subsamples*3 components is created. Then additive draw a set of 1d points into this buffer. Then perform a IIR blur filter back and forth to add the glow. Then downsample, clamp and put it as a copper list. So it is 2x Supersampled HDR copper bars with bloom!
Biggest problem is I couldn't find any system friendly way to have animated copper list. In the end I poked into the system copper list. If anyone have a suggestion I'm all ears.
The voxel
Rotate/translate some camera rays, intersect them with a plane on left and right side of the screen (a lot of calculations become 0 because the plane coefficients are 0,1,0,0. 2 intersections figured out per line where one is free since the camera can't roll and hence the intersection just depends on y height and y-angle). Look up height map at the intersection point Fill and compare with height buffer to avoid overdraw. If the intersection point is the same as the previous intersection point for this horisontal pixel position then it means we are on top of the voxel so increase brightness to highlight it. When drawing on the side fade towards black as drawing downwards to make this "ambient occlusion" look.
The palette is organised to have shading and fog like this colour = pal[shade+fog*16]; Shade is 0-16 and the palette gets more and more foggy on increments of 16. The "Anyone of these suckers" effect was using shade tables which should be slower than when using an organised palette. The resolution was halved on x without much loss. The effect is quite slow.. Especially in company with the other high framerate effects. Interestingly this effect was slower on emulator than on real HW (Frequent's 060).
The 2d mandelbulb bump with ambient occlusion
Evilryu (quite active on Shadertoy) made a nice mandelbulb effect and I asked if I could get the normal map and ambient occlusion maps from it. Then these were combined by shortening the normals of the normal map using the ambient occlusion factor. Then afterwards this image was converted from true colour to 256 colours. Then we effectively have only 256 unique normals to shade for the image and hence it is resolution independent again. So 2 directional lights + ambient were calculated in palette space and it applies to the whole image using no effort. The image is 640x512 scrolled upwards.
I made my own color reduction algorithm so that I could theoretically also have many more properties such as position,specular,texture and whatnot reduced to 256 unique entries with 12 changeable entries per scanline using the copper. In the end I never made it that far. There is an effect not shown in the demo which I think may be seen if you type "eph-neonsky.exe -k -p head" if you want to see the "change colours" per scanline prototype. Unfortunately only 12 colour changes per scanline was too ugly and I have no good content to show this effect yet. However next demo there might be. I'm not afraid of any amiga coders stealing this effect because you are all being lazy :D
HAM8 logo
This is just showing a HAM8 picture from a set of pre-blurred HAM8 pictures. The logo is saying Ephidrena in Chinese (only the sound of it). Because I live in Shanghai. My idea was to use something like modulo to select differently blurred levels per line. However since all the images have different base palettes, this would not work so I had to drop it.
Sprite overlays
Hires sprite 16 color overlays. The resolution independent sprites are a nice feature. Nicely allocated from the system using GetExtSprite() before getting told I can't have sprite 0...!. Then poking into the system data structures so I can have it anyway letting the system know who is the real boss.
Other stuff
The effects use a lot of chipram because they use hires mode. So I quickly ran out of chipmem even after precalcing two of these tunnel effects. So I made a "system" of copying data back and forth between fast and chip ram. Next time I want to make it progressive as the chip copy can be noticed by a lag at the beginning of each effect.
The ancient startup code got translated from assembly to C (yes startup code in 100% assembly for historic reasons).
First Ephidrena demo to actually use Amiga hardware capabilities except what is needed for 256 color chunky to planar effects. Now there is some foundation code in place for making more use of it later. This was one of my main motivations for making this demo.
End of blogging!
After seeing Britelite's recent Hires demo I wondered what else can be done in 640x256 resolution.
The textured tunnel/ball/plane effects
The texture is stored in the palette at 12x12 with lower resolution "miplevels" of 12x6, 12x1, 6x1 and 6x1 again. All together spending 240 palette entries leaving 16 colours free for a sprite overlay (credits). Each level has a different brightness and are resampled from the main 12x12 texture so that one can produce the light at the end of the tunnel without spending any processing power on this. Then each level is color cycled according to their size to produce the effect of the rolling texture. The y-motion is because the table is bigger than the screen (shocking!). 9 different tables are created per tunnel with partial angle and scroll offsets to mitigate the ugliness of 12x12 resolution movement.
The cross fader (photo effects)
Another palette effect where the first picture is using colours 0..15 while the second picture is using colours 0..16 * 16. Then the result of the mix is calculated at the sum of these palette indices. For example a 50% mix of colour 1,1 will be placed at colour 16*1+1. The sum is a side effect of placing the first picture's bitplanes using bitplane pointesr 0-3 and the second image bitplanes at pointer 4-7.
The pictures are from a trip to Hongkong and from the clouds above Trondheim in Norway.
The neon copper bars
A 1D RGB buffer of 256 lines*2 subsamples*3 components is created. Then additive draw a set of 1d points into this buffer. Then perform a IIR blur filter back and forth to add the glow. Then downsample, clamp and put it as a copper list. So it is 2x Supersampled HDR copper bars with bloom!
Biggest problem is I couldn't find any system friendly way to have animated copper list. In the end I poked into the system copper list. If anyone have a suggestion I'm all ears.
The voxel
Rotate/translate some camera rays, intersect them with a plane on left and right side of the screen (a lot of calculations become 0 because the plane coefficients are 0,1,0,0. 2 intersections figured out per line where one is free since the camera can't roll and hence the intersection just depends on y height and y-angle). Look up height map at the intersection point Fill and compare with height buffer to avoid overdraw. If the intersection point is the same as the previous intersection point for this horisontal pixel position then it means we are on top of the voxel so increase brightness to highlight it. When drawing on the side fade towards black as drawing downwards to make this "ambient occlusion" look.
The palette is organised to have shading and fog like this colour = pal[shade+fog*16]; Shade is 0-16 and the palette gets more and more foggy on increments of 16. The "Anyone of these suckers" effect was using shade tables which should be slower than when using an organised palette. The resolution was halved on x without much loss. The effect is quite slow.. Especially in company with the other high framerate effects. Interestingly this effect was slower on emulator than on real HW (Frequent's 060).
The 2d mandelbulb bump with ambient occlusion
Evilryu (quite active on Shadertoy) made a nice mandelbulb effect and I asked if I could get the normal map and ambient occlusion maps from it. Then these were combined by shortening the normals of the normal map using the ambient occlusion factor. Then afterwards this image was converted from true colour to 256 colours. Then we effectively have only 256 unique normals to shade for the image and hence it is resolution independent again. So 2 directional lights + ambient were calculated in palette space and it applies to the whole image using no effort. The image is 640x512 scrolled upwards.
I made my own color reduction algorithm so that I could theoretically also have many more properties such as position,specular,texture and whatnot reduced to 256 unique entries with 12 changeable entries per scanline using the copper. In the end I never made it that far. There is an effect not shown in the demo which I think may be seen if you type "eph-neonsky.exe -k -p head" if you want to see the "change colours" per scanline prototype. Unfortunately only 12 colour changes per scanline was too ugly and I have no good content to show this effect yet. However next demo there might be. I'm not afraid of any amiga coders stealing this effect because you are all being lazy :D
HAM8 logo
This is just showing a HAM8 picture from a set of pre-blurred HAM8 pictures. The logo is saying Ephidrena in Chinese (only the sound of it). Because I live in Shanghai. My idea was to use something like modulo to select differently blurred levels per line. However since all the images have different base palettes, this would not work so I had to drop it.
Sprite overlays
Hires sprite 16 color overlays. The resolution independent sprites are a nice feature. Nicely allocated from the system using GetExtSprite() before getting told I can't have sprite 0...!. Then poking into the system data structures so I can have it anyway letting the system know who is the real boss.
Other stuff
The effects use a lot of chipram because they use hires mode. So I quickly ran out of chipmem even after precalcing two of these tunnel effects. So I made a "system" of copying data back and forth between fast and chip ram. Next time I want to make it progressive as the chip copy can be noticed by a lag at the beginning of each effect.
The ancient startup code got translated from assembly to C (yes startup code in 100% assembly for historic reasons).
First Ephidrena demo to actually use Amiga hardware capabilities except what is needed for 256 color chunky to planar effects. Now there is some foundation code in place for making more use of it later. This was one of my main motivations for making this demo.
End of blogging!
Love it!
v-nice.
cool and different
ephidrena style <3
Much more accurate YouTube
didn't sound like amiga.
Lovely, really nice demo. Great seeing Ephidrena back with a demo again, it has indeed been a while. High-res is very cool to start with and the effects are nice but the real highlight of this demo is the music, what a tune, stellar work by Frequent. The sync and the rather unconventional colours works surprisingly well together making for a demo that I think I will watch quite a few times.
Thanks for the write-up Loady.
Thanks for the write-up Loady.
WOW nice sound and beautiful colors!
Great demo. Welcome back! :)
Colors!!!
Damn, that is one beautiful piece of art!
( Loaderror: I thought you were spending the weekend at home coding the snare? :P )
( Loaderror: I thought you were spending the weekend at home coding the snare? :P )
@response hahah now I'm feeling a bit bad for not spending more time with the snare recently
Nothing special, earlier Ephidrena demos were better.
Looks gorgeous, sounds even better!! Would love to know a little more detail on how the sound engine works? Is it real-time rendering the soundtrack at 14-bit? That reverb is really nice!
amazing sound, gfx and flow!
Hmm, although it is nice to see praise for sound quality here, let me clarify that the sound on the real exe is just 8-bit 28KHz mono. Frequent did a great job at keeping the quality and used some kind of noise shaping plugin to make the noise less audible in the down conversion.
But guys, the sound on the youtube linked here is from the original high quality version (made from 24-bit 96KHz or something). So for judging the sound from the Amiga perspective better listen on the real Amiga.. or emulator for a closer match!
But guys, the sound on the youtube linked here is from the original high quality version (made from 24-bit 96KHz or something). So for judging the sound from the Amiga perspective better listen on the real Amiga.. or emulator for a closer match!
Oh blimey, sorry I thought this was an intro and that reverb was real time!!
heheh I wish! ;)
I adore the offset/normal mapped fractals/voxel effects and the copperbars (really interesting effects and animation) and the blog post how it works (only understand half of it, but that'll change when sleep+read it again - thanks alot for the effort writing it down) but...
...the song buildup feels more like a dentro than a demo, somehow the bomb that you will drop after that buildup is missing (and the demo ends). Please do not understand this as offense but as constructive criticism how it was perceived (by me). Just my 2c, Great demo (effectswise) nevertheless!
...the song buildup feels more like a dentro than a demo, somehow the bomb that you will drop after that buildup is missing (and the demo ends). Please do not understand this as offense but as constructive criticism how it was perceived (by me). Just my 2c, Great demo (effectswise) nevertheless!
great !
Damn good!
Really solid demo, happy to see Ephidrena back. Also liked the tune quite a bit.
other than the loading time this is an awesome demo.
(a loader screen would've been nice)
(a loader screen would've been nice)
Woah, the pretties. Solid!
Really rulez! Thumb up for the great music & effects. Really enjoyed it.
What Dbug said!
I tried the demo on real hardware (A1200 with B1260 @50MHz & 128MB FastRAM). It runs, but all the textured tunnel/ball/plane effects like the one on the screeny above are completely corrupted (seems like they show random junk of video buffer). Anything else runs fine. Do I miss something here? The archive from the link above is OK.
you can try running from CLI instead of workbench (boot without startup sequence) The corruption usually means out of memory when allocating chip ram. I can't run it from Workbench myself and my workbench is really sparse :)
Cool demo!
@loaderror: Thanx for the hint. Freeing some ChipRAM did the trick! It's a bit confusing - usually demos try to allocate the necessary amount of RAM before they start and nag around if there's not enough available.
Good to have you back! And the demo was pretty great.
It's somehow fascinating to see a demo merely consisting of color cycling in 2016.
@pintcat : I ended up with some dynamic allocation of chipram as each effect shuffle their memory from fast into chipram on demand. however it would be better to allocate the maximum chip block on startup and then use this single block for all chip storage throughout the demo. I wonder if I'm suffering some fragmentation.
Looks and sounds good! Great :)
HAM8, Hires and the glowing lines <3
Music was okay, not my cup of tea or whatever.
Overall very enjoyable albeit some "empty" moments.
Music was okay, not my cup of tea or whatever.
Overall very enjoyable albeit some "empty" moments.
colorful and very nice, instant love ♥
Not impressive for AGA/060, although I liked the voxel and it was nice to see ventures into fullscreen territory for once. Not too keen on the photos, I like gfx. But definitely a good contribution to the party!
(Border stagger and $ff split distracted from the nice glowing rasterbars, and greetings sprites seem to be missing the rightmost char column on B1260, contact me for fix/test if you want.)
(Border stagger and $ff split distracted from the nice glowing rasterbars, and greetings sprites seem to be missing the rightmost char column on B1260, contact me for fix/test if you want.)
I'm fixing some things for the final. Currently turned on borderblank for hiding the problem of missing lowbits in the border (is this the border staggering artefact you mentioned?). It would be nicer with full overscan copperbars though so if you can tell from having a look at the copperlist then that would be cool.
The other bug I think is new to me. there is a problem with a brief flash of a noisy sprite in the position of the mouse pointer which I'm battling now. But seems your artefact is something else. Does it only happen on greets panels or also credits earlier in the demo?
The other bug I think is new to me. there is a problem with a brief flash of a noisy sprite in the position of the mouse pointer which I'm battling now. But seems your artefact is something else. Does it only happen on greets panels or also credits earlier in the demo?
the $ff split issue also can't see, but I remember seeing artefacts when I used a screen positioned differently in the frame. In wb I had different overscan settings than in cli wo startup sequence.
EPH RULEZ!
I'm so glad for this surprise comeback!
Amazing HiRes routines, it runs nearly 50fps on my 060@50. Great soundtrack as usual!
Well done Loaderror, Frequent & Evilryu!
I'm so glad for this surprise comeback!
Amazing HiRes routines, it runs nearly 50fps on my 060@50. Great soundtrack as usual!
Well done Loaderror, Frequent & Evilryu!
Of course.
060? The moneyshot did not save it.
I'm curious how it runs on f.ex 030.. possibly with fpu. Apart from the HAM8 fader and the Voxel it should be possible to get high framerate on the rest.
I think I got the 0xff split bug now. The system would sometimes use 0x2c as the first line (when booting from CLI wo startup sequence). When building the copper list using CMOVE(cop,0,7) this got translated to 0x2c07,0xfffe. While in workbench it would use 0x1d as the first line, translating to 0x1d07,0xfffe. Then after trying all the different DyOffset entries in the various structures I found one in View->DyOffset which reflected this value. I guess this may differ depending on people's preferences in workbench?
Since the demo is poking into these system generated copper lists when animating the color changes, it would skip over the special extra wait command generated by CWAIT(cop, i=211, 7 ).. 211 which happens to be 255-0x2c. While this was wrong in workbench where CWAIT(cop, i = 226, 7 ) would cause the extra wait to be inserted...
I think I got the 0xff split bug now. The system would sometimes use 0x2c as the first line (when booting from CLI wo startup sequence). When building the copper list using CMOVE(cop,0,7) this got translated to 0x2c07,0xfffe. While in workbench it would use 0x1d as the first line, translating to 0x1d07,0xfffe. Then after trying all the different DyOffset entries in the various structures I found one in View->DyOffset which reflected this value. I guess this may differ depending on people's preferences in workbench?
Since the demo is poking into these system generated copper lists when animating the color changes, it would skip over the special extra wait command generated by CWAIT(cop, i=211, 7 ).. 211 which happens to be 255-0x2c. While this was wrong in workbench where CWAIT(cop, i = 226, 7 ) would cause the extra wait to be inserted...
Cool writeup and I enjoyed the demo a lot too. After a gazillion 3d object rotators on Amiga this feels like a breath of fresh air.
So so.
rox
nice music and some effects, especially neon copper bars and textured tunnel/ball/plane effects..
They are back!
They have excellent stuff!
And to top it off:
They have rebuilt their arsenal to STAY! :)
AMIGAAAAAH!!!
They have excellent stuff!
And to top it off:
They have rebuilt their arsenal to STAY! :)
AMIGAAAAAH!!!
nice
I like it it and esp the music. Some of the colors could have been made with a slightly less touch of the dutch color scheme though :)
Good to see you guys back on track. Very solid prod, make me hungry for more :)
我的天阿 \o/ back in bizness ! The glow on them rasters is gorgeous, also the hires.
What put me off a little was the jump between aspect ratios of the scenes -- letterboxed to full screen and back. Hoping for the final.
Loady, you still over there in China
What put me off a little was the jump between aspect ratios of the scenes -- letterboxed to full screen and back. Hoping for the final.
Loady, you still over there in China
Freq, if you read this - holy shit man! Your track is amazing <3 Very good demo too.
@Dodge : 我还在种国 。艾菲德莱哪(ai fei de lai na = ephidrena )亚洲部门 。猎豹也以前在亚洲但是他刚回家了。
I don't know previous Ephidrena demos so I don't mind any re-use (but I *will* watch them after seeing this!). The music was fantastic, and apart from the tunnel scenes the demo was awesome as well. What Preacher said!
Second virtual thumb up for the write up, love reading those.
Second virtual thumb up for the write up, love reading those.
damn just got told there is a wrong character in the logo.. should have been 娜 instead of 哪 。。。
absolutely beautiful
Nice!
Neat stuff.. Although the overall structure with the city and stuff is a bit bland..
yep! stylish and rokish
nice colors
Kickass prod!
Nice stuff
Good one!
Insanely good. deserves hugs.
Great as always by you guys :)
Superb in all aspects!
Hmm. Mixed feelings. The multi-colored tunnels break the neon-color-scheme mood. A bit too long for my taste.
Proper Amiga demo. Give us more!
Great music and lovely visuals.
Yeah, I also had some graphics corruption when I ran it from WB and it crashes instantly when executed from CLI without startup-sequence. My machine is equipped with a B1260 and (just) 64 mb fast.
This is an automatic message to notify you we have received your complaint. For future contact please refer case number EPH3523579.
In the final version coming any day now every issue will be dealt with.
*runs from cops carrying silver briefcase*
Anyway I would think B1260 and 64MB RAM in CLI should be perfect conditions for this demo. That's what it ran at during the compo I think.
Do you have lowlevel.library on the machine? Does it work better with setpatch launched first?
In the final version coming any day now every issue will be dealt with.
*runs from cops carrying silver briefcase*
Anyway I would think B1260 and 64MB RAM in CLI should be perfect conditions for this demo. That's what it ran at during the compo I think.
Do you have lowlevel.library on the machine? Does it work better with setpatch launched first?
on my A1K2 with 060/70 64Mb works fine. but the used chipram must be no more than 100k! (run from cli only with setpatch) otherwise the textured effects will be corrupt. this is the bug free secret. the code is very sophisticated :)
That was nice! Loved the style & atmosphere, and of course the music.
awesome !!
Final version uploaded:
- Removed system code
- Removed misc visible glitches, offbeat timing, bugs and memory leaks.
- Added some cheesy, but HW powered transitions which I wanted to try out.
- Upgraded the last HAM8 lowpass blur to how I originally wanted it.
- Voxel theoretically a little faster now
- Added loading progress indicator
- Superhires positioning of sprite overlays
Added misc options which may or may not work
- Fastforward mode --ff 8
- Memcheck mode --mem
- Print framerate --fps
[url]https://files.scene.org/view/parties/2016/solskogen16/demo_oldskool/eph-neonsky-final.lha[\url]
And probably introduced new bugs as well only made possible on _your_ Amiga!
- Removed system code
- Removed misc visible glitches, offbeat timing, bugs and memory leaks.
- Added some cheesy, but HW powered transitions which I wanted to try out.
- Upgraded the last HAM8 lowpass blur to how I originally wanted it.
- Voxel theoretically a little faster now
- Added loading progress indicator
- Superhires positioning of sprite overlays
Added misc options which may or may not work
- Fastforward mode --ff 8
- Memcheck mode --mem
- Print framerate --fps
[url]https://files.scene.org/view/parties/2016/solskogen16/demo_oldskool/eph-neonsky-final.lha[\url]
And probably introduced new bugs as well only made possible on _your_ Amiga!
Thought I had thumbed this up already. Anyway, its a flawless final. I loved your copper bars and how the demo seems to dance along on that easy mood.
Great final! Fixed everything that disturbed me in the old version :) extra +++ for the theoretically faster voxels :D
Great final indeed. For me, this demo and Subside were by far the best Amiga prods in 2016.
Excellent final indeed!
Thank you for the final version! It fixes everything that was annoying :) Now the demo works without any problems on my Amiga 1260 and I can fully appreciate it. I like when the demos use some new (or some old, but used in a new way) Amiga hardware tricks: hires resolution, clever use of palette effects, copper bars + nice glow etc. Good job! And the soundtrack is nice too.
Awesome final for an amazing demo. Still absolutely love the soundtrack!
Just watched the final too, and as everyone said it makes things much more enjoyable. Looking forward to the next EPH demo :)
Amazing demo :D
I was wondering if it work's on 68030/50 fpu 50.
Unfortunatelly final version crashes on my cd32 sx32 pro............
After many hours of !@$@&!!!!! party version of Neonsky started smoothly :D
Here's my handy cam recording just to compare to 060.
@Loaderror - good job :D
I was wondering if it work's on 68030/50 fpu 50.
Unfortunatelly final version crashes on my cd32 sx32 pro............
After many hours of !@$@&!!!!! party version of Neonsky started smoothly :D
Here's my handy cam recording just to compare to 060.
@Loaderror - good job :D
Amazing demo :D
I was wondering if it work's on 68030/50 fpu 50.
Unfortunatelly final version crashes on my cd32 sx32 pro............
After many hours of !@$@&!!!!! party version of Neonsky started smoothly :D
Here's my handy cam recording just to compare to 060.
https://www.youtube.com/watch?v=CIuh8G1jay0
@Loaderror - good job :D
I was wondering if it work's on 68030/50 fpu 50.
Unfortunatelly final version crashes on my cd32 sx32 pro............
After many hours of !@$@&!!!!! party version of Neonsky started smoothly :D
Here's my handy cam recording just to compare to 060.
https://www.youtube.com/watch?v=CIuh8G1jay0
@Loaderror - good job :D
Neon bars, neon fractals and neon-flashy soundtrack. Good!
Hahah! never thought I'd see this running on CD32 of all platforms. Thanks for the video capture. Looks like the routines are running OK-ish except the Voxel which is dead slow.
Too bad the final version seems less compatible than the original version. I have my compiler options set to expect 060 or 040 cpu with fpu and all so it's not surprising.
I could add more targets to the makefile for the next demo so people can get a selection of exes for different CPUs / FPUs.
Too bad the final version seems less compatible than the original version. I have my compiler options set to expect 060 or 040 cpu with fpu and all so it's not surprising.
I could add more targets to the makefile for the next demo so people can get a selection of exes for different CPUs / FPUs.
@rloaderro - That would be nice ;)
In addiction to those who want to neonsky on cd32 sx32 pro and have an external floppy drive.......
I use external df0 with formatted empty disk to avoid clicking ...
I know there is software to to id but anyway if you do it my way, remove disc from df0 or yoi will spend many hours on thinking why it's not working ;)
Only party version works on 030.
I use external df0 with formatted empty disk to avoid clicking ...
I know there is software to to id but anyway if you do it my way, remove disc from df0 or yoi will spend many hours on thinking why it's not working ;)
Only party version works on 030.
Lovely stuff!
After having watched a bunch of 060 demos these last few days, this was truly a refreshing experience. Not the usual variations on 3D object shows/fly-bys, but unique, different and very beautiful. Oh, and the music fits perfectly. Wow!
Always worth a re-watch. Everything comes together beautifully.
Awesome stuff!
What grip said; also dat music!
Nice!
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if this prod is a fake, some info is false or the download link is broken,
do not post about it in the comments, it will get lost.
instead, click here !