CakeHead 2 by Arm's Tech [web]
-----------------------------------------------------------------2 februar 96 - CAKEHEAD 2 - ============ LEGALITIES CakeHead 2 is a PostcardWare program, this mean if you appreciated it (or the sources I released with it, or whatever...) I (baah) hope you' ll send me a nice postcard. I ask this mainly because I don' t have access to internet and the like, and so I don' t know if my demos are appreciated or not. Am I coding for peanuts? This demo and the sources can be copied as long as no money is asked for it, not even a small copying fee, and as long as you copy the original, unaltered, files. In case you speak of this demo in a magazine, I expect you to send me a copy of the mag. If the price of it is not too high, I will send you the money back. If you want to put the demo on a cover disk (who knows?) then quite simply contact me before. FULL CREDITS The music "The Last Rigger" was composed by Cry of The Xperience, a very talented musician from a very good demo crew. (I recommend you get a copy of their demos: "Xcentric" for Archie and "Blu" for RiscPC) You can contact him at: eMail - s794505@fh7serv1.fh-bielefeld.de Cry used Symphony by BASS to compose the tune. The image "Nours" was drawn by Dracula of PoSiTiViTy. Well, this ominous sentence simply means that I (baah) have drawn it when I was still playing around with my fantastic Atari STe. This was drawn using the wonderfull Neochrome Master by Chaos Inc. The code and ideas are by me, too, but I must thank a lot two guys: ArmOric/Arm's Tech for 'converting' me to Arm, for the nice trick about generated code in the RSS part, and in general for bearing me. Also, thanks to Jan/BASS for inspiration, for the nice spline trick I found in his code and the rest. Oh, maybe it is a good idea to mention that I coded this on my dusty floppy based, 1 Meg A3000. (RiscOS 2, of course! I laugh a lot when I see a "demo" asking for CLib or FPEmulator. ;) The software I used to complete the code is Zap + ExtASM + QDbug. Other softs used are !Crunch and DSymPlay by BASS (seems there' s a Belgian invasion on Archimedes :), and the classic stuff. (BBC Basic, !Paint...) Also, I used some home made utilities. (!Jack and !Knife, which are ripping utility. If you want them spread, send me a postcard...) BAAH' S KOOKOOS -------------> Chris, Creeks, Survivor of Mafiamiga <-------------- ------------------------------> Elf <------------------------------ ---------------> Kasar and the rest of PoSiTiViTy <---------------- -----------------------------> Onyx <------------------------------ -------------------> Flips, Nullos of DNT Crew <------------------- ---------------------------> Daubeman <---------------------------- -----------------> Cry, Lunatic of The Xperience <----------------- --------------------------> Jan of BASS <-------------------------- ---------> Abel, Lector, Skillion, Daedalien of Steelers <--------- -------------------> Marco Polo of Hemoroids <-------------------- --------> Zorgan and all other trisoids of Les Heretiques <-------- --------------> Garry Copper and others in MentASM <--------------- -----------> Last and least, all members of Arm' s Tech <---------- Hum, I' m sure I' ve forgotten thousands of friends. Well, as soon as they' ll see I' ve forgotten them they won' t be friend anymore, so who cares? And who wants to be greeted in such an UGLY list anyway? THE SOURCECODE Releasing the source code of my demos is an habit I took on the Atari ST, computer on which I released 3-4 demos. I don' t think I will write more on the subject, but the code is widely commented. I will only give the basic ideas here.... All effects are running in 16 colors. (Mode9) * The zoomer is achieved using realtime generated code. At each frame, I determine the size of the zoomed box, and with this, I generate code which will zoom an horizontal line according to this. Then I apply the generated routine to all hlines which have to be drawn. * The bubbles is the least interesting part. The effect looks nice, but the only thing which may be of use for coders is the axial ellipses filling routine. And well, I must admit it uses a lot of precalc, so. * The Randomly Shaded Spline (RSS) shape blending is certainly the most original thing in here. The basic idea is to calculate n points in a spline and for all this points, to draw a shadedot 'filament' at its position, thus giving a nice effect. Thanks to ArmOric and Jan, it runs quite fast on my Arm2. (4 Vbls with music) But due to the tricks used (generated code) I think it will be slow on bigger machines compared to the power they have. The shape blending is made with stupid linear interpolations on the control brows of each spline. THE END Well, at last it is finished! This demo has been under development for almost one year and a half. What you see is only a minor part of what I coded on Archimedes, (I have bought my A3000 at the end of summer 94) but I had many 'motivation shutdowns' during all this time (isn' t it Fred?) and also others minor problems. (At first I began to code effects which won' t run on RiscPC due to screenmodes, mapping & music is not really fun to do with a floppy based computer, and well, studies...) Anyway I hope you will appreciate it, and most of all, I hope you will tell it to me in this case. Now it' s time to wish you a Happy new year 96, and to left you till my next demo. (Normally they' ll be one. And you can also collect the STe or PC stuff I' ve coded so far, hehehe...) Have fun! baah Buy a bigger machine? What for? ;)
[ back to the prod ]