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Neonsky by Ephidrena
screenshot added by Frequent on 2016-07-17 15:38:33
platform :
type :
release date : july 2016
release party : Solskogen 2016
compo : oldskool demo
ranked : 1st
  • 95
  • 9
  • 1
popularity : 68%
  • 0.90
alltime top: #755
added on the 2016-07-17 15:16:08 by Frequent Frequent

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rulez added on the 2016-07-17 15:18:33 by ferris ferris
Some very cool visuals, specially liked the neon rasters :)
rulez added on the 2016-07-17 15:51:35 by Dbug Dbug
Very nice glows! In WinUAE I used 68030/68881/JIT with 8mb chip ram & 256mb Z3 Fast ram.
rulez added on the 2016-07-17 16:12:19 by 4mat 4mat
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 :)
rulez added on the 2016-07-17 16:52:40 by Twardy Twardy
Nice visuals, good effects :)
rulez added on the 2016-07-17 17:20:27 by Sapphire Sapphire
I liked this a lot. :-)
rulez added on the 2016-07-17 18:49:19 by Sesse Sesse
rulez added on the 2016-07-17 19:11:44 by ham ham
rulez added on the 2016-07-17 19:32:51 by waldiamiga waldiamiga
The original Eph band is back!
rulez added on the 2016-07-17 22:36:36 by Colas Colas
Youtube clip here:

added on the 2016-07-17 22:42:52 by Frequent Frequent
EPH is back!!! YES, YES, YES!!! :D
rulez added on the 2016-07-17 22:51:00 by Sir_Lucas Sir_Lucas
Cool visuals, really enjoyed the music as well.
rulez added on the 2016-07-17 22:51:37 by break break
rulez added on the 2016-07-17 22:52:33 by Corial Corial
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!
rulez added on the 2016-07-17 22:59:07 by keito keito
Great production and worthy winner! nice taking to you as well at the party Loaderror =).
rulez added on the 2016-07-17 23:02:31 by 4pLaY 4pLaY
Now that was unexpected, very nice! :) Cool demo with great music!
rulez added on the 2016-07-17 23:04:53 by StingRay StingRay
Awesome effects/production.. The music fits so nicely. Well done :)
rulez added on the 2016-07-17 23:05:52 by tassel tassel
Ephic Ephidrena Return. The Neonsky is the limit!
rulez added on the 2016-07-17 23:09:28 by Charlie Charlie
rulez added on the 2016-07-17 23:10:58 by Soundy Soundy
After 5 years Ephidrena back on Amiga AGA..
Welcome back guys.. Keep em coming..
Nice colorfull demo! Deserved 1st place!
rulez added on the 2016-07-17 23:15:34 by magic magic
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.
sucks added on the 2016-07-17 23:16:45 by superplek superplek
So good to have you back on Amiga! Those lazers are amazing!
rulez added on the 2016-07-17 23:23:13 by Bobic Bobic
Could have used a couple more set pieces of the hard coding variety, but otherwise nicely done.
rulez added on the 2016-07-18 00:14:06 by CiH CiH
what Dbug said =)
rulez added on the 2016-07-18 00:23:04 by HellMood HellMood
I really liked this one! Very nice direction and love the music. Photo effects were pretty cool.
rulez added on the 2016-07-18 00:37:13 by sohx1 sohx1
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.
added on the 2016-07-18 00:43:22 by noby noby
nice atmosphere!
rulez added on the 2016-07-18 00:50:33 by a-move a-move
rulez added on the 2016-07-18 00:57:27 by Ramon B5 Ramon B5
Love especially the music! Great stuff.
rulez added on the 2016-07-18 05:10:12 by elend elend
some good scenes, some bad/boring/seen 200 times ones. music is quite decent. i'll pigg it.
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. ;)
rulez added on the 2016-07-18 06:41:27 by tomaes tomaes
Nice one!
rulez added on the 2016-07-18 08:35:05 by Joe/WrathDesigns Joe/WrathDesigns
hires is the new black!
rulez added on the 2016-07-18 11:04:07 by Dalton Dalton
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. :)
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!
added on the 2016-07-18 13:06:45 by rloaderro rloaderro
Love it!
rulez added on the 2016-07-18 13:11:57 by zoom zoom
rulez added on the 2016-07-18 15:30:24 by dv$ dv$
cool and different
rulez added on the 2016-07-18 16:06:52 by mlc mlc
ephidrena style <3
rulez added on the 2016-07-18 16:21:22 by maali maali
Much more accurate YouTube
rulez added on the 2016-07-18 21:35:53 by ded^RMDA ded^RMDA
didn't sound like amiga.
rulez added on the 2016-07-18 21:43:39 by 1in10 1in10
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.
rulez added on the 2016-07-18 21:47:46 by bonkers bonkers
WOW nice sound and beautiful colors!
rulez added on the 2016-07-18 23:40:17 by Infinity Infinity
Great demo. Welcome back! :)
rulez added on the 2016-07-18 23:48:01 by z5 z5
rulez added on the 2016-07-19 00:07:15 by mad mad
Damn, that is one beautiful piece of art!

( Loaderror: I thought you were spending the weekend at home coding the snare? :P )
rulez added on the 2016-07-19 02:53:21 by response response
@response hahah now I'm feeling a bit bad for not spending more time with the snare recently
added on the 2016-07-19 10:16:34 by rloaderro rloaderro
Nothing special, earlier Ephidrena demos were better.
added on the 2016-07-19 13:24:35 by popocop popocop
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!
rulez added on the 2016-07-19 13:41:12 by djh0ffman djh0ffman
amazing sound, gfx and flow!
rulez added on the 2016-07-19 13:45:38 by wysiwtf wysiwtf
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!
added on the 2016-07-19 14:13:01 by rloaderro rloaderro
The original tune is made in 24/96 stereo but I used som AA and downscaled to 16/44,1 for the youtube video. I was a bit unsure if Youtube accepted videos with high-end sound, therefore the downconversion.

And as Loaderror states, the Amigademo wav is a 8/28 mono conversion with noise shaping/filtering used to avoid some of the fuzz.
added on the 2016-07-19 15:55:00 by Frequent Frequent
Oh blimey, sorry I thought this was an intro and that reverb was real time!!
added on the 2016-07-19 16:32:36 by djh0ffman djh0ffman
heheh I wish! ;)
added on the 2016-07-19 17:46:17 by rloaderro rloaderro
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!
rulez added on the 2016-07-19 20:11:22 by r1g8 r1g8
great !
rulez added on the 2016-07-19 20:24:57 by fyrex fyrex
Damn good!
rulez added on the 2016-07-19 21:43:43 by BackSpace BackSpace
Really solid demo, happy to see Ephidrena back. Also liked the tune quite a bit.
rulez added on the 2016-07-20 00:34:01 by Alpha C Alpha C
other than the loading time this is an awesome demo.
(a loader screen would've been nice)
rulez added on the 2016-07-20 13:35:37 by nosfe nosfe
Woah, the pretties. Solid!
rulez added on the 2016-07-20 13:48:02 by Fell Fell
Really rulez! Thumb up for the great music & effects. Really enjoyed it.
rulez added on the 2016-07-20 16:09:18 by dissident dissident
What Dbug said!
rulez added on the 2016-07-20 16:37:13 by baah baah
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.
added on the 2016-07-20 16:44:06 by pintcat pintcat
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 :)
added on the 2016-07-20 16:49:25 by rloaderro rloaderro
Cool demo!
rulez added on the 2016-07-20 17:08:15 by Cosmocat Cosmocat
@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.
rulez added on the 2016-07-20 20:55:59 by pintcat pintcat
Good to have you back! And the demo was pretty great.
rulez added on the 2016-07-21 00:48:35 by malmix malmix
It's somehow fascinating to see a demo merely consisting of color cycling in 2016.
rulez added on the 2016-07-21 00:50:42 by hfr hfr
@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.
added on the 2016-07-21 01:58:52 by rloaderro rloaderro
Looks and sounds good! Great :)
rulez added on the 2016-07-21 12:36:41 by rimina rimina
HAM8, Hires and the glowing lines <3
Music was okay, not my cup of tea or whatever.
Overall very enjoyable albeit some "empty" moments.
rulez added on the 2016-07-21 12:55:22 by leGend leGend
colorful and very nice, instant love ♥
rulez added on the 2016-07-21 13:20:34 by rez rez
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.)
rulez added on the 2016-07-21 18:08:07 by Photon Photon
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?
added on the 2016-07-21 20:38:45 by rloaderro rloaderro
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.
added on the 2016-07-21 20:42:25 by rloaderro rloaderro

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!
rulez added on the 2016-07-22 15:56:18 by Skipp Skipp
Of course.
rulez added on the 2016-07-22 18:31:21 by dixan dixan
060? The moneyshot did not save it.
added on the 2016-07-22 23:13:20 by Haohmaru Haohmaru
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...
added on the 2016-07-23 01:58:12 by rloaderro rloaderro
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.
rulez added on the 2016-07-23 02:24:56 by Preacher Preacher
So so.
added on the 2016-07-23 18:17:16 by AntDude AntDude
rulez added on the 2016-07-23 19:36:49 by gentleman gentleman
nice music and some effects, especially neon copper bars and textured tunnel/ball/plane effects..
rulez added on the 2016-07-24 15:33:57 by DJM/DTA DJM/DTA
They are back!
They have excellent stuff!
And to top it off:
They have rebuilt their arsenal to STAY! :)
rulez added on the 2016-07-25 16:21:21 by ɧ4ɾɗվ. ɧ4ɾɗվ.
rulez added on the 2016-07-25 17:03:08 by psenough psenough
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 :)
rulez added on the 2016-07-25 19:00:36 by emoon emoon
Good to see you guys back on track. Very solid prod, make me hungry for more :)
rulez added on the 2016-07-26 01:36:16 by AzzaroMWI AzzaroMWI
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
rulez added on the 2016-07-26 09:57:47 by d0DgE d0DgE
Freq, if you read this - holy shit man! Your track is amazing <3 Very good demo too.
rulez added on the 2016-07-27 02:36:19 by xerxes xerxes
@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。
added on the 2016-07-27 12:14:00 by rloaderro rloaderro
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.
rulez added on the 2016-07-29 20:17:07 by Kylearan Kylearan
damn just got told there is a wrong character in the logo.. should have been 娜 instead of 哪 。。。
added on the 2016-08-01 10:35:26 by rloaderro rloaderro
absolutely beautiful
rulez added on the 2016-08-01 11:42:01 by waffle waffle
rulez added on the 2016-08-01 21:57:27 by Mystra Mystra
Neat stuff.. Although the overall structure with the city and stuff is a bit bland..
rulez added on the 2016-08-02 18:55:44 by toxie toxie
yep! stylish and rokish
rulez added on the 2016-08-08 10:57:50 by unity1 unity1
nice colors
rulez added on the 2016-08-08 21:41:59 by bitl bitl
Kickass prod!
rulez added on the 2016-08-09 21:21:20 by Emod Emod
Nice stuff
rulez added on the 2016-08-10 23:40:06 by keops keops
Good one!
rulez added on the 2016-08-13 15:11:57 by sachy sachy
Insanely good. deserves hugs.
rulez added on the 2016-08-16 22:15:34 by alkama alkama
Great as always by you guys :)
rulez added on the 2016-08-16 22:23:14 by Queen_Luna Queen_Luna
Superb in all aspects!
rulez added on the 2016-09-23 00:11:07 by jack-3d jack-3d
Hmm. Mixed feelings. The multi-colored tunnels break the neon-color-scheme mood. A bit too long for my taste.
added on the 2016-10-01 19:03:08 by raer raer
Proper Amiga demo. Give us more!
rulez added on the 2016-10-09 04:31:19 by teo teo
Great music and lovely visuals.
rulez added on the 2016-11-19 01:15:26 by lennart lennart
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.
added on the 2016-11-19 01:37:35 by lennart lennart
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?
added on the 2016-11-20 08:39:32 by rloaderro rloaderro
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 :)
rulez added on the 2016-12-08 00:41:07 by detox detox
That was nice! Loved the style & atmosphere, and of course the music.
rulez added on the 2016-12-08 03:47:29 by jmph jmph
awesome !!
rulez added on the 2017-01-20 11:33:46 by EviL EviL
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


And probably introduced new bugs as well only made possible on _your_ Amiga!
added on the 2017-01-31 09:03:15 by rloaderro rloaderro
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.
rulez added on the 2017-01-31 23:10:19 by noname noname
Great final! Fixed everything that disturbed me in the old version :) extra +++ for the theoretically faster voxels :D
added on the 2017-02-02 19:23:34 by malmix malmix
Great final indeed. For me, this demo and Subside were by far the best Amiga prods in 2016.
added on the 2017-02-02 21:27:38 by Corial Corial
Excellent final indeed!
added on the 2017-02-02 23:38:01 by StingRay StingRay
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.
rulez added on the 2017-02-03 21:27:58 by slayer slayer
Awesome final for an amazing demo. Still absolutely love the soundtrack!
added on the 2017-02-03 22:02:42 by Kylearan Kylearan
Just watched the final too, and as everyone said it makes things much more enjoyable. Looking forward to the next EPH demo :)
rulez added on the 2017-02-03 22:37:16 by Nitro/Black Sun Nitro/Black Sun
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
rulez added on the 2017-03-13 14:45:32 by Cios Cios
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
added on the 2017-03-13 14:47:35 by Cios Cios
Neon bars, neon fractals and neon-flashy soundtrack. Good!
rulez added on the 2017-03-14 00:01:05 by baderman_one baderman_one
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.
added on the 2017-03-14 10:09:46 by rloaderro rloaderro
@rloaderro - That would be nice ;)
added on the 2017-03-14 10:39:25 by Cios Cios
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.
added on the 2017-03-14 23:31:14 by Cios Cios
Lovely stuff!
rulez added on the 2017-09-13 23:50:05 by Saga Musix Saga Musix
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!
rulez added on the 2019-06-19 19:28:40 by grip grip
Always worth a re-watch. Everything comes together beautifully.
added on the 2021-02-17 23:42:23 by grip grip
Awesome stuff!
rulez added on the 2022-04-17 10:53:18 by revival revival
What grip said; also dat music!
rulez added on the 2022-09-22 15:34:02 by spkr spkr

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]

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