ɧ4ɾɗվ. information 6181 glöps
- general:
- level: user
- personal:
- first name: Hanz
- last name: Meiz0r
- portals:
- slengpung: pictures
- demozoo: profile
- cdcs:
- cdc #1: Friday at Eight by Polka Brothers [web]
- cdc #2: Shaft7 by Bomb
- cdc #3: total triple trouble by Rebels
- cdc #4: receptor by TBC
- cdc #5: Puls by Řrřola [web]
- cdc #6: We Stand Divided by Cocoon [web]
- cdc #7: Faraday Future by LJ & Alcatraz [web]
- 256b MS-Dos Axon by Red Sector Inc. [web]
- glöp!
Please release as BITS again already, atleast my Glöps had some negative value to counter my positive Personality towards everything...concerning Demos...resulting in 99.9% upthumps! ;)
For real: nice, but do sth really new already, this is permutation #13 of the same effect...gets boring...#14 gets a pig...#15 gets some anarchist thumbDown, just to remind you! :p - rulezadded on the 2015-07-30 02:22:17
- demo Amiga OCS/ECS total triple trouble by Rebels
- Droopy!
One has to recognize what an achievement all of this is:
The "boring" Kefratraz in here (the color-cycling backgrounds) must be calculated at runtime (85kb, including all the graphics and splendid music!), while another part is plotting its Text above showing another permutation of the z-ordered-blitter/copper-fuckery, not seen before in the demo! ...everyone else would have said: "WOW, look at this one...it´s twoInOne!" in another TextScreen! (talking of the everyOtherLineIsMinusOneInTheTable, looking like twoScreensInOne)
Way ahead of em all! ;) Even Chaos and me needed several years to get how he did all of that! ;) In the end it´s the same as some Wobbler, TextureLookUpPerLine, just way better performed and abused! ;) - isokadded on the 2015-07-30 02:12:47
- demo Amiga AGA COPPERrulez.AGAin
- Sorry to say, but claiming to show never_seen_stuff between every part and showing stuff in 2015 which was considered oldschool in 1995 already... :p
You have some nice screens in there, as the one on the topRight of the Screenshot up there...implying 3D!...but please watch my alltime-CDC: total triple trouble by Rebels aswell as Angels-CopperMaster by MrCorsair himself! ;) (have a closer look on release-dates!)
It´s all just Copper, right? Not even some Copper-ChunkyToPlanar! :p
Tell me different, as long as not i could give a weak thumbUp for your few VeryGoodLookingScreens in there, but would be minused by the bad ST-00-music not fitting...my two links had way better music ~25 years ago already! ;)
Have a pig! (can be altered, thumbUp/Down can not!) - isokadded on the 2015-07-30 01:39:50
- demo Gameboy Is That a Demo in Your Pocket? by Snorpung
- Awesome!
Is there a pocket in your Demo? -> How to access the SecretPart? Is it the Konamitendo-Code maybe? -> a²+b²=N² - rulezadded on the 2015-07-30 01:13:51
- demotool Windows Crinkler by Loonies [web] & TBC
- on top of your main-class, NOT the main()-function:
Code:#define WIN32_LEAN_AND_MEAN #define WIN32_EXTRA_LEAN #pragma code_seg(".fltused") extern "C" { int _fltused = 1; }
may help aswell!
You may have recognized those "#pragma"s everywhere, crinkler.manual has info for what those are! More than just useful for debugging, also helps crinkler itself to recognize how to handle data/code and crunch it for you! ;) Use it everywhere, as often as you want, even repeat names for them, if you think you have sth that could be the same sort of data/code...experimenting is one thing you can try if you run out of ideas getting it smaller, just some few bytes away from the final bytesize...but try planning without having to do so once you got a hang to it! ;) - isokadded on the 2015-07-30 00:47:29
- demotool Windows Crinkler by Loonies [web] & TBC
- pouet seems to have added some whitespace aswell:
ASMCopyMemory()
ASMZeroMemory()
Just remove the Whitespace after "ASM" ;) - isokadded on the 2015-07-30 00:28:12
- demotool Windows Crinkler by Loonies [web] & TBC
- nebulus:
get rid of your DirectX-Template! Code something on your own by following DirectX-Tutorials to be found everywhere across the web...try to find sth official! ;) (just dont kill everything on exit as Tutorials imply, Windows will do so anyway for you!)
timeGetTime -> i got rid of it by using 4klang-softSynthesizer and using its "time", even providing you a possibility to sync music with your effects! There are other ways to avoid using it for sure, tho! ;)
The rest of your Errors seem to be soluted by just avoiding the standard-runtime aswell. (not too sure about this, because of i have no idea what this DirectX-Template is you´re using!)
Another problem you might run into is not being able to use "math.h"...
...first of all: try to avoid as much C-code as possible as it won´t pack away as good as your shader-code in Ascii! (have a large array of Ascii-Shader-Code to be compiled at runtime into shadercode, directX has a runtime-shadercompiler, use it!)
...secondary: if you cannot avoid using some math in your C-code, use the CPU directly via Assembler-Intrinsics, the only Assembler-Code you´ll ever need, except you want to squeeze out some more very few bytes lateron (never went that far myself!):
Code://___sInUs___ #pragma code_seg(".crtemuf") float ASMsinf(float i) { __asm fld i __asm fsin } //___cOsInUs___ #pragma code_seg(".crtemuf") float ASMcosf(float i) { __asm fld i __asm fcos } //___rOUnd_flOAt_tO_IntEgEr___ #pragma code_seg(".crtemuf") int ASMlrintf (float flt) { int reti; __asm { fld flt fistp reti // rounds ;) } return reti; } //___sqUArE_rOOt___ #pragma code_seg(".crtemuf") float ASMsqrtf(float i) { __asm fld i __asm fsqrt } //___mOdUlO_flOAt___ #pragma code_seg(".crtemuf") float ASMfmodf(float i, float j) { __asm fld j __asm fld i __asm fprem __asm fxch __asm fstp i } //___AbsOlUtE_flOAt___ #pragma code_seg(".crtemuf") float ASMfabsf(float i) { __asm fld i __asm fabs } //___clEAr_mEmOry___ #pragma code_seg(".crtemui") void ASMZeroMemory(void* dest, SIZE_T s) { __asm mov edi, dest __asm xor eax, eax __asm mov ecx, s __asm rep stosb } //___cOpy_mEmOry___ #pragma code_seg(".crtemui") void ASMCopyMemory(void* dest, void* souAe, SIZE_T s) { __asm mov esi, souAe __asm mov edi, dest __asm mov ecx, s __asm rep movsb } //___rAndOm_nUmbEr_gEnErAtOr___ #pragma data_seg(".rand") DWORD RandSeed; #pragma code_seg(".crtemui") unsigned long random() { RandSeed = (RandSeed * 196314165) + 907633515; return RandSeed; }
Sorry, Pouet still seems to mess up(->not recognize!) TABULATORS when pasting Code! :/ - isokadded on the 2015-07-30 00:24:02
- 40k Windows Backscatter by Logicoma [web]
- Well, it´s a 4k with TextureMaps as BumpMaps and ace lighting in 4k*10! ;)
Everything is fine here, ace!, just not my cup of intro, newskool-music+lotsa-post-effects-synced-to-instrumentX+raymarchingWithUVCoordCalc! (i did the same stuff years ago, just never released, because wouldn´t have fitted in 4k!)
But what really makes me wonder is the category you put it here on pouet:
40k -> was the compo-intro-size for Amiga-Intros (before 4Ks got invented)
64k -> was the compo-intro-size for PC-Intros at the same time...
...lateron Amiga-Intros adapted and got extra-space in form of 24k -> 64k aswell!
...but i never ever before saw a PC-Intro-Compo with 40k-Limit! :p Was this a special case at this party? Or is it just your right as wellknown Amiga&&PC-Group to do so?
I love Anacharchism, just wondering! ;) :D
Anyway, ace job, keep on flashing me! ;) - rulezadded on the 2015-07-29 23:24:59
- Amiga OCS/ECS Frazetta by Scoopex [web]
- As Scoopex as it can get!
Pictures are awesome!
Presentation is ace, just because it´s not another slideShow-GUI or any other concept SlideShows ever had!
The different Transitions made this concept round...and i could swear i never saw any picture opening from the middle to the sides before in any amiga-demo...maybe just because it was considered too easy?!? Looks ace with those Paintings that donot use the whole X-resolution anyway! ;) - rulezadded on the 2015-07-29 23:10:46
- 64k Amiga AGA Binary Roads by Software Failure [web]
- wow, delicious, hamHam! (hamham == nomnomnom in german! ;) )
especially the Möbius must have been a pita to code! ;)
Keep on rocking! ♥ - rulezadded on the 2015-07-29 22:56:11
account created on the 2007-04-10 20:54:29
