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Frustro by Desire [web]

Frustro by Desire
-----------------

A 40k Amiga OCS intro for the GERP 2023 intro competition.

Started as a project that we wanted to have ready for
last year's GERP. Well, we released three compo fillers
since, as we didn't get it finished.

Two weeks ago, I (Platon) pulled the plug and retired from
that project for various reasons.

But I didn't want to waste the code I worked on for many
months.

So what you're seeing here is more or less two effects
coded for the other intro, but with the gfx assets
replaced with different stuff and of course, as usually,
adding a lot of other code while working on it. I really
have to thank Rue and Optic, who provided last-minute
graphics albeit being busy with their own compo pictures
(I had to "finish" Optics gfx myself though, so don't blame
him if it looks sub-standard).

Special thanks must go to Virgill for the again completely
mind-boggling soundtrack and motivational support. Without
both, I'm quite sure, this would not have been possible.

Hammerfist came up with the original concept and ideas.
I hope that one day this project will see the light of day
because it contained so many fabulous ideas. The two
effects were only a fraction of the whole thing (and
clearly it probably wouldn't have fit in 40k!).

Requirements
~~~~~~~~~~~~
MC68000, OCS, 512 KB Chip, 512 KB Fast (yes, memory is on
a tight edge this time!)

Credits
~~~~~~~
Virgill - Music, sound effects, support, AmigaKlang
Rue - Graphics (title picture, background trees)
Optic - Graphics (font, giraffe head and body)
Platon42 - Code, additional graphics, text
Hammerfist - Original ideas, boat geometry

Additional Credits
~~~~~~~~~~~~~~~~~~
Dan - AmigaKlang2Asm
Leonard - LightSpeedPlayer
a/b - original sine table code
Blueberry - Shrinkler

Tech Tech
~~~~~~~~~
This intro features anti-aliased lines drawn by the blitter.

Rotation, flipping and recoloring of the giraffe head frames
are done during runtime. The heads consist of 7 colors plus
three extra colors using sprites.

The intro generates 128 KB of speed code (in fast ram)
to save 92 KB of chipmem that would have been otherwise
necessary for the 16 frames of what was formerly supposed
to be a water animation.
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