Heaven/TQA information 788 glöps

- general:
- level: user
- personal:
- demo Atari Lynx Unlit by New Generation
- cool. another Lynx demo. Not bad at all.
me should strike back :D - rulezadded on the 2021-08-23 13:42:15
- demo Amiga OCS/ECS RULE 30 by Andromeda [web]
- Nice… love the music, pixel art, colors and the ball “physics”… triggers my coding genes to start again after Pause of Revision 2021…
- rulezadded on the 2021-07-04 11:16:55
- 32k Atari ST vibrance by SMFX
- Love the colors… and is that „real“ env Mapping or just some “fake stencil”?
- rulezadded on the 2021-05-19 22:24:20
- dentro Atari XL/XE Carpe Demo by Heaven
- Nice… this was my “initial full fledged demo” for the scene… :) good old days of my Atari 130XE/Atari 1040 STE/Amiga 1200-030… all of then were used to create the demo.
- isokadded on the 2021-05-11 11:48:06
- musicdisk SNES/Super Famicom SNES Music Pack 1 by Resistance [web]
- as SNES Bunny I love music and the release.
- rulezadded on the 2021-04-11 08:09:33
- demo PICO-8 Deine Mutter by 5711 [web] & Rebels
- love it esp. "Mutti mag Pico" :D
- rulezadded on the 2021-04-09 09:41:40
- demo SNES/Super Famicom D-Zero by Desire [web]
- @ninjadrm
Just ment that in source code or debugger it’s not visible in a glance if you not keep track of SEP/REP… that caused trouble when porting 6502 code and making 816 enhancements etc ;) they should have given 16bit registers just another naming in the official assemblers… so like on Z80 where HL if I am right is 16bit or like on 68000 with .B or .W… - isokadded on the 2021-04-06 13:43:09
- intro Amiga OCS/ECS smashstash announce by Insane [web]
- Me likes.
- rulezadded on the 2021-04-06 00:05:30
- 4k Amiga OCS/ECS SoftWired by Oxygene [web]
- Love it
- rulezadded on the 2021-04-05 18:22:07
- demo SNES/Super Famicom D-Zero by Desire [web]
- some post mortem notes:
Idea was born somewhere 2019 at Revision in Saarbrücken to do an SNES production...
So I had some chunky fx on my HDD based on several releases on other machines... but the SNES tile & bitplane organisation sux... esp. when you are going into details (bitplanes in tiles - lovely).
At some point I stumbled over a source code which used tiles in famous mode7 as pixels... so simple... use an 8x8 pixel tile in one of 256 colors and let the SNES hardware scale it down to 1x1, 2x2 or whatever aspect ratio me wanted... now that was the birth of 1 byte per pixel... what a dream :D.
so no C2P pass necessary... but what? 16k chunky buffer needs to be shifted to the DMA per frame... (btw. Carmack seemed to went the other way around... more C64 approach... fixed tile map as chunky buffer and transfered tile set to PPU).
Anyway... now next bottle neck... SNES can approx transfer 8kb per VBL to PPU...aaarg... 50 fps and me gone. :D reminded me Amiga and its 25 fps chunky fx....
more and more little fuck ups while developing... another big shit was Sega Genesis/Mega drive stops DMA into PPU when display starts (if I am right it buffers the DMA data) but SNES not... so if your fx is not proper synced... you get trash on screen etc etc etc...
unfortunatly... due to the mode7 "abuse"... I could just use the low fract 8x8 maths / div unit for 3d and not the 16x8 maths unit which is used by the PPU to affine transform the display.... aaarg... but well... maybe in another demo...
- Crashing SuperFX anim: Simply because we don't use/need SuperFX
- Textured planet plus big sprite logo.... easy... first fx which was ready
- Voxel-Landscape: classic approax... what's new here? the sprite backdrop and the color gradient by hardware HDMAed
- Vanessa 256x240 in 256 colors... nothing to add
- depths shaded textured tunnel with particles... with moving lights... nothing new here, too. but rendered Panda Ufo animation to spice up
- mode7 50 fps rotator... well... cheesy but an SNES demo without mode7 rotation? naaaah...
- realtime 3d part. yeah. realtime... rotation, transformation, face normals, etc all in realtime. those routines are based on my Atari 800/Atari Lynx ones but heavily 816 and using hardware mul... all objects designed in real 3d soft and exported in lightwave obj format and run through my converter. the 3d engine is the one which would need a complete rewrite for the 65816 and 16bit adressing as its now a mismatch of 6502 and 816.
- movelist & twirl... nothing to add here :D
- color cycle screen... should have turned out better but I run out of time to really do it like we wanted...
- Wolfenstein engine... based on the Arsantica 3 one on Atari 800.... again some improvements like ID-like depths shading taken from Doom. expanded view and using the hardware mul for raycasting...
I could tell more fucks esp. with the 816... e.g. why youi can not see if a reg is 8bit or 16bit like on the 6809 or Z80 is a miracle to me... a lot of debugging time went into those fucks... :D
heaven signing off. - isokadded on the 2021-04-05 08:52:47
account created on the 2005-09-30 22:08:09