pouët.net

Go to bottom
emergency by Disaster Area [web]
[nfo]
screenshot added by keops on 2023-12-02 20:13:24
platform :
type :
release date : november 2023
release party : Syntax 2023
compo : oldskool demo
ranked : 1st
  • 61
  • 5
  • 0
popularity : 66%
 66%
  • 0.92
alltime top: #1877
added on the 2023-12-01 15:36:35 by sh0ck sh0ck

popularity helper

increase the popularity of this prod by spreading this URL:

or via: facebook twitter pinterest tumblr bluesky threads

comments

Nice MS-DOS demo :)
rulez added on the 2023-12-01 15:58:11 by Queen_Luna Queen_Luna
Nice design, music and effects.
rulez added on the 2023-12-01 17:17:27 by StingRay StingRay
gattdang! if there ever was a demo that feels like it's straight from 1995!
rulez added on the 2023-12-01 17:41:12 by okkie okkie
When I saw this in the livestream, I decided that it was an Amiga) It’s unusual to see such a demo-design on MS-DOS) However, the pixel art, effects and music fit very organically. Nice demo.
rulez added on the 2023-12-01 17:41:53 by bitl bitl
Nice! Great old school SciFi design & theme !
rulez added on the 2023-12-01 18:52:24 by Kuemmel Kuemmel
Yes!
rulez added on the 2023-12-01 19:34:20 by ham ham
Very slick, pleasant music and top gfx. Great.
rulez added on the 2023-12-01 19:36:54 by _GandalF_ _GandalF_
Great demo. My only complaint would be that you could have used subpixel scrolling for some of the backgrounds. Yes, it would have made the demo a bit bigger size wise on disk with the native approach, but would have been worth it imo.
rulez added on the 2023-12-01 19:50:53 by emoon emoon
i'd play that game!

great demo! the gfx are outstanding!
rulez added on the 2023-12-01 20:29:12 by sensenstahl sensenstahl
great art work and consistent cyberpunk vibe! i agree with emoon, the slow scrolling especially the city scape in the beginning is a bit distracting and the hologram scene would've probably looked cooler with a dot landscape effect than with that weird line plasma effect, but otherwise a really well polished demo!
rulez added on the 2023-12-01 20:35:58 by post malone post malone
nicely designed.
rulez added on the 2023-12-01 21:13:12 by gentleman gentleman
Great theme and overall design, impressive art and music. The tunnel looks particularly cool. I just wish the demo was a bit longer!
rulez added on the 2023-12-01 22:10:19 by exocet exocet
.i dig this style
rulez added on the 2023-12-01 23:08:06 by kempy kempy
Wow. The gfx in this is unbelievable. Looks like a gametrailer.
rulez added on the 2023-12-01 23:36:28 by gaspode gaspode
cool
rulez added on the 2023-12-02 00:02:00 by Blast! Blast!
Thanks for all the kind words!

Funny there's mention of Amiga style; @ript's beautiful rendition of the DA logo at the start came from an unreleased Amiga demo. Four colours plus copper effects, then they converted it to 6-bit VGA for us. For me personally, Amiga demos were always an inspiration when I only had CGA. In saying the demo has that sort of vibe, it's a humbling compliment!

The original concept came from @Sumaleth as he pulled together a huge collection of all these amazing 80s and 90s scifi/anime scenes. From there we worked it into the flow of the final. Having a pseudo-narrative this year vs just freely rearranging visuals and effects to @cTrix's fantastic music was a new challenge for us.

With parallax scrolling, the scenes are composited in real-time. I'd respectfully disagree that filtering the art between pixels would look better. I don't think that was really ever done circa 1995, unless it was pre-rendered video/3D which always looked soft/blurry imho. If you do have the means to watch this on a ~15" CRT, it's a bit less jarring than LCD. Hmm, if we rendered the demo at 640x400 but art remained 320x200 we'd technically have "half" pixels... future idea? Who knows hah!

As always @bananaboy and @sh0ck pulled off some amazing coding feats; We had a showstopper bug on the night that nearly derailed us but bboy finally pinpointed the issue and we finished the party release at the 11th hour. The post-party release here has some code improvements, timing tweaks and a few music and art additions we wanted to get to, while keeping within the spirit of the party release. Cheers!
added on the 2023-12-02 00:23:31 by DarkOwl DarkOwl
Was expecting to see fish in the torus. I sadly did not see any fish in the torus.

Apart from the unfortunate lack of fish in the torus this rulez.
rulez added on the 2023-12-02 02:27:51 by uncle-x uncle-x
Here is an example of how you can do smooth scrolling without "filtering" the pixels https://www.shadertoy.com/view/mdSXWy Yes, this uses a GPU, but the same idea can be applied in software.

Also just because something wasn't done in 1995 doesn't mean we can improve on it almost 30 years later.
added on the 2023-12-02 06:57:11 by emoon emoon
@emoon To be clear, we only ever output 320x200 VGA mode 13h. With the linked shadertoy, set the scale to 1.0 re-run it. The right side gets a pretty strong blur though yes it does appear to move more smoothly. The left side, while more "jittery", maintains the integrity of the original pixel art and that crispness is what we strive for. Hope that explains the situation a bit better.
added on the 2023-12-02 08:09:50 by DarkOwl DarkOwl
rulez added on the 2023-12-02 08:15:23 by ltk_tscc ltk_tscc
Very entertaining. Consistent design, nice music & sound fx, fitting pixel art. Good work! But yeah, what uncle-x said about the fish.
rulez added on the 2023-12-02 10:18:52 by break break
Great demo. About the scrolling, emoon is right. What is effectively required is a pre-filtering so that the high frequencies coming from the discontinuous colour changes (i.e. a function of time) within pixels are filtered out, before aliasing. In the Shadertoy example, change
Code:fract(movedPixel)
to
Code:fract(movedPixel) * 2.0
and set
Code:scale = 1.0
and then the individual frames will be less blurred but still have a smoother movement than on the left.

Whether the look of the image in a single given frame is good or not is a different matter. I think that the jump in the backdrop every few frames or so is pretty jarring, so it's probably worth seeing how the pre-filtering would look on the target hardware and try different filter kernels.
added on the 2023-12-02 11:23:45 by fizzer fizzer
Forgot the thumb.
rulez added on the 2023-12-02 11:24:04 by fizzer fizzer
Congratulations on an outstanding and entertaining demo! Your guys never fail to impress, and once again, you've delivered. Excellent :)
rulez added on the 2023-12-02 14:55:07 by Ramon B5 Ramon B5
MS-DOS? More like MF-DOS!
Nice prod, some original FX. I expected this on a DX2-66 :p
rulez added on the 2023-12-02 16:11:02 by roudoudou roudoudou
Very nice pixelwork
rulez added on the 2023-12-02 18:17:10 by nytrik nytrik
impressive amount of storytellying and pixel work here, and what an awesome music! well done =) runs silky smooth on p233mmx+awe64+s3
rulez added on the 2023-12-02 19:35:48 by wbcbz7 wbcbz7
as for jarring scrolling... if we're not talking about using hardware scrolling (which is already quite tricky on VGA, especially for chained mode13, not mode-x), there are no simple yet fast solution in a palettized 8bpp mode, other than precalculating a 0.5px shifted image.

as for taking VGA hardware into account, 320x200 is obviously a double-scanned version of 640x400 mode, and 0.5px vertical scrolling is technically possible with CRTC Preset Row Scan (0x3D4 index 8) register, just line smooth scrolling is done in a text mode.
As for horizontal one, things got pretty messy, as Attribute Controller's Pixel Panning (0x3C0 index 0x13) regusters, which permit smooth scroll by 1 pixel in 16-color modes, must be even for 256-color modes (as the VGA feeds one 256-color pixel every two pixel clocks), and setting it to odd values in hopes for subpixel scrolling just messes the colors up on most VGA cards, as I remember. Addtionally, it will require reserving 8 pixels to the right for the scrolling overflow, and the resulting buffer just almost into 64kb available for regular mode13 (65536 / 328 = 199.8 lines), althought it's only one line less than 320x200 :)
added on the 2023-12-02 20:01:40 by wbcbz7 wbcbz7
Cyberpunk baby! Really cool stuff right here! I really wanted this to keep going for an extra minute or two! ;) Any chance for a win32 port in the future? :)
rulez added on the 2023-12-02 20:12:29 by Defiance Defiance
Amiga OCS/ECS style pixelart and effects in MS-DOS. This is what MS-DOS has always missed. Great job sh0ck and the team!
rulez added on the 2023-12-02 20:33:57 by hollowone hollowone
Nice!
rulez added on the 2023-12-02 22:40:01 by warp warp
❤️
rulez added on the 2023-12-02 23:45:11 by HellMood HellMood
Cheers for the positive comments :-) It was a race to the finish with a few last minute party bugs; so this is represents the final version with a few fixes! Making music with the GUS is a dream - compared to the Amiga, I get so overwhelmed using 14 full-range channels. This track was optimised for the very first GUS Classic. 230k of samples. Whole module packs (lossless) to 119kb. All the important stuff (hats, snares, etc) is up at 44.1khz to keep it sharp.

In capturing this demo we did a special VGA 60hz build to avoid 70hz>60hz stutter. It's running from the VGA card into a top end Kramer scaler, 60hz into an Atomos Inferno onto SSD at 10bit (which does record YUV, but does RGB cross conversion in 10 bit space). We then doing a Lancos3 upscale from pixel quadrupled HD to optimally framed 4k at 60hz using the Grass Valley broadcast algos (which are very clean). We correct for RGB > YUV error in 10-bit, clamping the VGA's slightly-noisey black levels to float just above the "displayed" 0 YUV value (which is ironically converted back to RGB on your graphics card!) and set white levels to around level 1000 (10bit) because the VGA DAC actually floats around a bit (tends to overshoot early values). That gives us 24 values of white-level overshoot (according to the waveform scopes). Interestingly both cards I ran it on were slightly blue-tinted; both on video vector scope AND when RMS voltage from the VGA pins revealed this. So we left that weighting / look in the capture. It's subtle. Finally, H265 was set to max precision, took about an hour to render on a Ryzen 9 (using a software CODEC) then up to YouTube where it gets slightly downgraded with a lazy "optimised for speed" algo ... BUT, it's not bad. It's about as good as we could possibly do!

Greets to wbcbz7 for the original CRTC tweak idea. All our demos moving forwards will have a -60hz flag for this ;-)
added on the 2023-12-03 03:57:48 by cTrix cTrix
Love it. Very nice demo. Beyond the effects the art and the music which are all great, I love the theme and how it all ties together. Beautifully done.

I don't get the hangup about the scrolling. I think it fits the aesthetic very well. And I'm not at all sure how adding pre-blurred in-betweens would improve it.

Quote:
I expected this on a DX2-66 :p


You're not far off. After the pentium, I tried it on my 486 DX/2 80 with a GUS and it's not perfect, but it runs fine for the most part. A couple of parts are a bit slow, but not annoyingly so.
rulez added on the 2023-12-03 07:54:51 by Nuclear Nuclear
A bit short but except for that it was pretty awesome :)
rulez added on the 2023-12-03 09:02:38 by malmix malmix
Really delightful and I respectfully disagree with emoon and maali (if that is his real name) about the scrolling. It's entirely period appropriate how it's being done there.
rulez added on the 2023-12-03 16:41:03 by sagacity sagacity
Ms-Dos in 2023:). Thumb up.
rulez added on the 2023-12-03 22:41:17 by tjahzi(aka Jimi) tjahzi(aka Jimi)
Solid thematically/graficaly, some effects are nice, esp contour plasma.
rulez added on the 2023-12-03 22:55:56 by Optimus Optimus
The scrolling thing, reminds me of an old funny thing, where I was showing to someone Second Reality for the first time. Of course the slow presentation would demand that less than 1 pixel is scrolled per tic, so unless you did some subpixel backgrounds that would take a lot of space, it was understandable that it's slow not because the code is bad but the narration demanded it. But my friend was like "What is this shit scroll? I can do that faster on Amstrad"
added on the 2023-12-03 23:00:19 by Optimus Optimus
Nice.
added on the 2023-12-04 06:39:26 by AntDude AntDude
excellent entertainment, like the style, gfx and music, very polished!
rulez added on the 2023-12-05 20:01:10 by Asato Asato
internet ready
rulez added on the 2023-12-05 21:08:04 by yzi yzi
really nice prod!! The plotball earth looked so damn good, along with basically everything else, and great soundtrack to boot. Also, it's heartwarming to see logicoma greets in DOS prods :) thanks for making this!
rulez added on the 2023-12-06 09:35:21 by ferris ferris
efforts
rulez added on the 2023-12-08 20:10:10 by frog frog
Lovely. And DOS. <3
rulez added on the 2023-12-09 14:10:13 by argasek argasek
Well, you've definitely come a long way since drunk robots and frogs. :)

The artwork does give off an Amiga OCS vibe; like Hologon and Batman Rises. Guess that's a very good thing! I appreciate that you paid attention to detail with hardware specs, and it's not just done for novelty. Always amazed what great sound cTrix can crank out in such small sample size!
rulez added on the 2023-12-09 18:07:51 by phoenix phoenix
this demo is so gergeous
Fantastic demo! It’s a real step up in production quality and storytelling from last year’s release at Syntax (which had great FX but this is a fuller package). Keep up the great work - I look forward to seeing what you do next!
rulez added on the 2023-12-10 13:44:49 by kieran kieran
The Shadertoy is somewhat misleading, because it uses bilinear sampling, which causes the blurriness. If you precalc the filtered versions anyway (e.g. at a half-pixel offset?), you can use a more expensive filter that's not as bad.
added on the 2023-12-10 14:40:17 by Sesse Sesse
entertaining
rulez added on the 2023-12-12 18:36:53 by SiR SiR
quality DOS demo
rulez added on the 2023-12-14 08:30:27 by psenough psenough
Nice demo! A couple of parts dragged a bit, but other than that it was solid.
rulez added on the 2023-12-14 08:33:30 by britelite britelite
Quote:
In capturing this demo we did a special VGA 60hz build to avoid 70hz>60hz stutter. It's running from the VGA card into a top end Kramer scaler, 60hz into an Atomos Inferno onto SSD at 10bit (which does record YUV, but does RGB cross conversion in 10 bit space). We then doing a Lancos3 upscale from pixel quadrupled HD to optimally framed 4k at 60hz using the Grass Valley broadcast algos (which are very clean). We correct for RGB > YUV error in 10-bit, clamping the VGA's slightly-noisey black levels to float just above the "displayed" 0 YUV value (which is ironically converted back to RGB on your graphics card!) and set white levels to around level 1000 (10bit) because the VGA DAC actually floats around a bit (tends to overshoot early values). That gives us 24 values of white-level overshoot (according to the waveform scopes). Interestingly both cards I ran it on were slightly blue-tinted; both on video vector scope AND when RMS voltage from the VGA pins revealed this. So we left that weighting / look in the capture. It's subtle. Finally, H265 was set to max precision, took about an hour to render on a Ryzen 9 (using a software CODEC) then up to YouTube where it gets slightly downgraded with a lazy "optimised for speed" algo ... BUT, it's not bad. It's about as good as we could possibly do!


The passion for quality is clear here!

Also, what a great demo!
rulez added on the 2023-12-18 11:20:27 by rc55 rc55
nice surprise. fantastic work, I am really happy to see things on old real hardware again. you did an awesome job! me likes.
added on the 2023-12-22 21:04:50 by slator slator
Nice
rulez added on the 2023-12-23 12:41:24 by Frequent Frequent
Wonderful demo. It reminds me of the good old days where the soundtrack had a very unique connection to the scenes. The Gravis Ultrasound track sounds fantastic... and thanx for the capture. The old hardware is very hard to get nowadays ;)
rulez added on the 2023-12-25 20:03:35 by vscd vscd
Very good demo. Good colors.
rulez added on the 2023-12-28 10:33:30 by Adok Adok
Nice, will check this out on my FSC-C5 which has P233MMX MGA-Mystique and GUS ACE. But why is the side-scroller in the beginning not smoothed?????
rulez added on the 2023-12-28 13:55:48 by drzeissler drzeissler
Wow!
rulez added on the 2023-12-28 18:09:35 by Virgill Virgill
Truly brilliant!
rulez added on the 2023-12-28 19:58:21 by Mystra Mystra
Great dos demo!
rulez added on the 2023-12-29 07:54:35 by Emod Emod
fantastic, amazing gfx!
rulez added on the 2023-12-29 20:47:50 by blackpawn blackpawn
Good to see some Aussie prods!
rulez added on the 2023-12-30 07:02:17 by gopodge gopodge
I only wished it was longer.
rulez added on the 2023-12-30 20:16:53 by Leander Leander
COULD YOU PLEASE MAKE A WIN95 FRIENDLY VERSION? THX!
it does not work on my K6/350 Win95b matrox mystique DX5.
Changing the bass.dll to a version that works on win95 does not work.
@drezeissler Emergency is a DOS demo. If you're using a Win95 machine, you'll likely need to boot it into real DOS. From memory, you need to press the F8 key when the Windows 95 logo appeared. Not sure if running it from within the Win95 command prompt would work, we haven't tested that.

The Windows executable is compiled for modern Windows (10, 11) and is only provided for convenience of running on a contemporary machine outside of DOS. It's not intended to run on legacy Windows versions.
added on the 2024-01-03 07:37:58 by DarkOwl DarkOwl
wow great
rulez added on the 2024-01-22 15:17:00 by spritus spritus
impressive ... so 16bit id almost forget its probably 32 but if umlauts under is "retro" then what is this ?

i dont think i heard about midschool ever until i checked pouet back in '22 or something maybe it was meteoriks i dont know ... vanity issues lol, tribalism. This certainly is batmangroup level dos prod. I'll put it up for best midschool then. Great ! more plz, i get a sudden urge to reboot duke nukem on the mister
rulez added on the 2024-01-30 06:08:03 by Janes OnderGrond Janes OnderGrond
awesome cyberpunk dos demo! great effects, pacing, gfx and music - what's not to like?
rulez added on the 2024-01-30 09:29:02 by v3nom v3nom
Cool stuff
rulez added on the 2024-01-30 13:54:45 by Negostrike Negostrike
Very cool
rulez added on the 2024-03-29 21:05:57 by mrange mrange
Very slick and atmospheric (music, love the falling part!) and the graphics put everything so well in scene. The story ending left a question mark for me though.
rulez added on the 2024-03-30 21:50:25 by fiveofive fiveofive

lists containing this prod

submit changes

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 !

[previous edits]

add a comment

Go to top