Heaven/TQA information 788 glöps
- general:
- level: user
- personal:
- dentro Windows XMAS 2014 by Desire [web]
- Well done! :) now next would be our Amiga decision ;)
- isokadded on the 2014-12-26 08:11:35
- demo Atari ST yanartas by Checkpoint [web]
- love it... Esp the twistor texture... But dragons seems so 90s ;)
- isokadded on the 2014-12-26 08:09:49
- 16k Atari XL/XE 2de by Agenda
- Cool. Love it.
- rulezadded on the 2014-12-21 08:53:42
- 1k Atari XL/XE Torch by Koala
- love it... still analysing the speedcode ;)
- rulezadded on the 2014-12-16 14:36:37
- demo Atari XL/XE Cyberpunk by Lamers
- hehe... don't forget... 320kb ram... ;)
- isokadded on the 2014-12-16 14:35:05
- demo Atari XL/XE Cyberpunk by Lamers
- cool stuff...
- rulezadded on the 2014-12-16 09:05:33
- demo Atari Falcon 030 Tere Ra'i by Cerebral Vortex [web] & Dune & Sector One [web]
- love the SciFi theme... and some of the screens remind me Arsantica 1 and Arsantica 2 (at least what I had in mind while coding).
- rulezadded on the 2014-12-15 11:08:52
- demo Atari XL/XE Bitter Reality by Slight
- Axis.... Always look at a8.fandal.cz
- rulezadded on the 2014-12-14 10:17:16
- 128k Atari XL/XE AD:6502 (Arsantica 2) by Desire [web]
- Source code file of the amazing endtune composed by Triace can be found here:
http://atariage.com/forums/topic/232547-new-demo-ad6502-arsantica-2-for-128k-machines/page-3#entry3131707
it is for Raster Music Tracker. - isokadded on the 2014-12-12 14:25:59
- 128k Atari XL/XE AD:6502 (Arsantica 2) by Desire [web]
- thx. more aditional comments regarding loading...
the planet & the fractal part & the long bitmap gfx are a bitch concerning amount of data and these data must be somehow get into the RAM.
why no code generator? well actually there is code generator:
- fractal part (it would take as well long time to precalc all the fractal lines in advance... how much? don't know yet as I was working on it but decided to stream the stuff from disc into ram. speed code is generated after 16k data is fed into ram and It uses 4 16k blocks I am afraid, delta encoded & lz4 packed).
- planet texture and planet data... similar data except the texture needs a lot of space, too as the texture size is 128x64x2 plus shadetab. lz4 packed.
- bitmap... well 720*40 bytes unpacked... again LZ4 packed... I thought starting scrolling while loading the lower parts into RAM prior they get displayed but why not? Triace ace music not possible as there are only 2 pokey channels free while loading
- interference bumpmap... lightmap plus interferencetabs fill a lot of ram, too... they are packed with LZ4, too.
why LZ4 many will ask... because loader supports LZ4 depacking "out of the box" so basicly can depack an IO stream while no need of an extra buffer like gzip, exomizer, pucrunch...
and like in game development... someday you need to stick to the implemented loading & caching scheme to reach deadline... if I would aiming for Revision release... I would totally rework the loading... but could be then that the demo would require 320kb or even 1MB ram just for loading out of ramdisk. - isokadded on the 2014-12-11 13:25:26
account created on the 2005-09-30 22:08:09
