Heaven/TQA information 815 glöps
- general:
- level: user
- personal:
- 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
- 128k Atari XL/XE AD:6502 (Arsantica 2) by Desire [web]
- @mkm
using 320kb the c64 people cast black spells on us because of not using "stock" machine ;) - isokadded on the 2014-12-10 09:33:56
- demo Atari ST Thunderdome - The Demo by Checkpoint [web]
- Cool stuff. more a fan of the 2nd part though but rocks imho.
I was not aware that C2P is now fast enough on ST ;) need to check that out. - rulezadded on the 2014-12-10 08:44:53
- 16k Atari XL/XE firstie by g0blinish
- well done... seems new trend... on a 256 color machine use only 1 color but I love high res! :)
see you next production. - rulezadded on the 2014-12-08 20:26:19
- demo Atari XL/XE Vantage point by Dream
- I like... classic approach... keep coming...
(more c64 guys entering the A8 arena :D) - rulezadded on the 2014-12-08 20:23:28
- demo Atari XL/XE Undesigned by Masters Of Electric City & Checkpoint [web]
- Well done guys! missing some colors though... :D
- rulezadded on the 2014-12-08 20:18:05
- intro Atari ST Oh God by Inter Development
- Questor still alive? :)
- rulezadded on the 2014-12-07 17:47:23
- 128k Atari XL/XE AD:6502 (Arsantica 2) by Desire [web]
- https://www.youtube.com/watch?v=p6vRtqaRroA
video 720p 50FPS...
we run the demo on several real machines and SIO2SD drives and it worked... still don't know what happened at the party... Atari 8bit seems like PC nowadays :D - isokadded on the 2014-12-07 15:51:18
- 128k Atari XL/XE AD:6502 (Arsantica 2) by Desire [web]
- Well... it was a 9 months journey:
some additional informations:
- Logo blending works in 50 fps
- Fractal flight uses mode10 (9 colors) including "Koronis Rift"-like depths shading
- texture rotating planet. Watch closer as it is not only a texture planet but also shaded in realtime
- warp core is just a nice combination of mode9 and mode14 with sprite overlays 50 fps
- flip disc roto-zoomer uses "Graham"-method but here with 16x16 16shade texture... should run in 50 fps
- big scroll picture 160x720 pic size with sprite scroller on top, no borders... use complete 239 scanlines, line distorting done by manipulating copper list ;)
- Interference bump run in approx. 25 fps or faster.
- Endsequence realtime radial blur, no animation with vertical sprite scroller. I just added horizontal movement.
I know that it has long loading times. I am using XE-ram banks and the artwork needs to be loaded, too... I was using xBIOS loader and this allows depacking while loading... :) and again for non Atarians here... track loaders (fast loader plus music) are nearly impossible on A8 as the sound chip does the serial transfer, too. but next time I might use another way :).
and target machine was stock 130XE (128kb) with stock 1050 disc drive :).
ps. When running in Altirra emulator please use 130 XE PAL/Stereo with 128KB RAM. - isokadded on the 2014-12-07 10:13:18
- musicdisk Amiga OCS/ECS SEGA Genesis/Mega Drive JavaScript Stuck Somewhere in Time by Up Rough [web] & Insane [web] & Titan [web]
- Man... just listening to the covers and they are great!!!
Scream for me.... scream for me... Long beach! :)
we fought them hard...we fought them well... up the irons! - isokadded on the 2014-12-01 15:44:54
account created on the 2005-09-30 22:08:09
