The Impossible Thing by Smash Designs [web] & Oxyron [web] | ||||||||||||||
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popularity : 61% |
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added on the 2003-08-12 14:59:11 by cruzer |
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wow! amazing screen! the texture is awfully small and ofcourse it cheated (even if it was 4 cycle per pix then still they couldn't manage this speed)..
..but it doesn't show at all, excellent!
..but it doesn't show at all, excellent!
This one definitely rulez. Well done AEG&Axis!
It puzzles me too... My guess is that it's some clever combination of realtime and "cheat", prolly done by making a badline on each 4th line like 4x4 mode, which means that each char is now 4 2x2-pixels wide and 2 high. Then they prolly rotate the ball and copy it so they have 8 (4x2) different versions of it positioned to start on each of the 8 pixels in the smaller chars. This means that they can now place it anywhere they want on the screen, by altering the chars, which is alot more efficient. But that's prolly alot easier said than done.
Only drawback is that it moves too fast (too much difference between each update.) It would prolly look more smooth with some slower movement I think, but maybe the trick would show too easily then.
It puzzles me too... My guess is that it's some clever combination of realtime and "cheat", prolly done by making a badline on each 4th line like 4x4 mode, which means that each char is now 4 2x2-pixels wide and 2 high. Then they prolly rotate the ball and copy it so they have 8 (4x2) different versions of it positioned to start on each of the 8 pixels in the smaller chars. This means that they can now place it anywhere they want on the screen, by altering the chars, which is alot more efficient. But that's prolly alot easier said than done.
Only drawback is that it moves too fast (too much difference between each update.) It would prolly look more smooth with some slower movement I think, but maybe the trick would show too easily then.
awesome. i salute.
at the last demoshow at the CCC cologne headquarter AEG was there and explained the effect, but as someone who knows a shit about coding of course forgot it.
"i forgot it" i mean
I know nothing about the C64 hardware. That's the first C64 prod. I look. From my past of ATARI coder, I'm absolutely amazed by this 4k intro.
It really increase my interrest for this platform.
cruzer: Thank you for trick.
It really increase my interrest for this platform.
cruzer: Thank you for trick.
AEG did it again... I guess he'll still be making killer C64 prods when he's a bedridden geezer =)
AEG rulez.
Jeder der was anderes sagt, kann mal pupsen gehen.
I just hope there'll be some new "Triage" for the C-64 in the future.
Pleeeeeeeeeeeeease!
To fill a few gaps (aehaheahehehhaHEHAEHAheaheaheahehahe) :
- 16x16 texture -> 256 pixels
- rotzoom a 4x4 pixel chunk (1 char big at 2x2 resolution)
- now make 16x16 versions of this char starting at every possible texel and fill a whole charset of it
- rotzoom again in 40x25 chars resolution and put into each vram char the char that's starting at that texel
- find out that the thing isn't SO impossible :)
- 16x16 texture -> 256 pixels
- rotzoom a 4x4 pixel chunk (1 char big at 2x2 resolution)
- now make 16x16 versions of this char starting at every possible texel and fill a whole charset of it
- rotzoom again in 40x25 chars resolution and put into each vram char the char that's starting at that texel
- find out that the thing isn't SO impossible :)
So in fact it's only a really twisted version of the x part of Graham's zoomer (going back to Chaos' Amiga rotzoomers, tho the basic trick was invented on the Atari)
Last step: Remind that English grammar and being stoned don't mix. Or posting on Pouet and being stoned. Whatever.
aeg: Let's say they're related. There are a few common ideas shared between those effects ;)
When this started zooming in&out on the bigscreen at bp I thought "oh no, they're NOT going to..." and then it started to rotate.. :) love it!
ouch :)
Now I get it... :)
Thanx KB and AEG.
Thanx KB and AEG.
nice (even if it is quite simple as soon as aeg & kb explained it ;)
Simple is good.
Nice one! Effect rocks and the tune is very cool as well!
ace!
yes
qwl!
cool
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do not post about it in the comments, it will get lost.
instead, click here !
However, this is one of the very few "it can't be done, something is going wrong in here!" C64 effects that I can't explain. 160*200 output, with pixels doubled on Y, this means 160*100 real calculations of each pixel of the rotozoomer! I don't know how many cycles per frame are availiable in the C64, but I think they are really few to zoom and rotate each pixel of that!!! I really, really, really don't know how they managed this, and there must be a sick trick or something in it, but I can't figure it because it seems like pure software calculations and not a hardware trick :P
WOW!