Scali information 955 glöps
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- demo MS-Dos Three Shades of Gray by Alumni [web]
- Hercules!
- rulezadded on the 2016-05-24 12:02:52
- 8k Windows Nexus 8 by Loonies [web]
- Looks familiar :)
- rulezadded on the 2016-03-28 02:40:23
- 64k Amiga AGA Higher State of Resolution by Dekadence [web]
- Many scanlines in this one!
Very nice prod! - rulezadded on the 2016-03-27 22:12:01
- demo MS-Dos MS-Dos/gus Goldilocks by Planet Earth [web] & optimus
- Nice software 486 DOS stuff!
Thanks for the greet!
Keep making DOS prods plz :) - rulezadded on the 2016-03-27 21:49:50
- demo MSX 2 Baltak Rampage by Traktor [web]
- Don't know too much about MSX2, but this seemed like a really good demo to me.
- rulezadded on the 2016-03-27 19:38:24
- demo Commodore 64 We are Demo by Fairlight [web] & Offence [web] & Noice [web]
- Great demo! Some excellent scrollers in there.
I wonder what the full version will look/sound like. - rulezadded on the 2016-03-27 14:04:01
- demo MS-Dos 8088 MPH by Hornet [web] & CRTC & Desire [web]
- I would like to make a short comment on the vectors.
Clearly we make use of some precalc/shortcuts, as every 8-bit platform does for complex shaded vectors at reasonable framerate. However:
1) We felt like people would expect to see vectors like this, and would not be impressed with anything less... "Hey, it's a PC, and you have 4.77 MHz! It should be way better than a C64!". In reality, it is far worse than a C64 because of the limitations of CGA (You need to draw every pixel, no shortcuts with custom character sets or sprites or such. You have no backbuffer, so you have to think of something clever to avoid flicker/tearing/etc. You have these horrible waitstates on CGA memory writes. And the pixel addressing is not linear, with even and odd scanlines in different pages).
2) It is actually sorta realtime, just probably not how you think. Eg, the pyramid object is actually drawn from a timer interrupt routine, while the data for the other objects is prepared in the background (the rules state that the entire prod has to run from a single 360K floppy, so the budget for the vector part was about 70K-80K, and had to include 4 sets of border graphics as well, two palettes and old/new CGA). We had to fight both the size limit and the time limit here. We couldn't put too much pre-cooked data on the floppy, and we also couldn't take too long loading/decrunching/precalcing, because our whole demo had to fit into 8 minutes, so parts had to follow eachother quite rapidly.
3) The loop is 64 frames, not ~45. - isokadded on the 2016-03-26 10:02:17
- demo Atari STe We Were @ by Oxygene [web]
- Great, a proper STe demo!
- rulezadded on the 2015-12-21 20:01:11
- demo Acorn Acorn Archimedes Demo by Zarchos
- I love how the objects don't scroll nicely on pixel boundaries, but randomly jump around. What's the point of 50 Hz screen updates if you're not doing actual smooth scrolling?
I bet it's because it's compiled sprites that can't be placed with pixel-accurate precision.
The flicker adds some more of that 'not quite Amiga'-vibe.
Not the platform's fault btw. - sucksadded on the 2015-12-19 13:25:15
- demotool TI-8x (Z80) HoustonTracker 2.00 by Irrlicht Project [web]
- I really liked this!
I'm working on some sound routines myself, for PC speaker, and I may be able to use/adapt some of the ideas from this tracker :) - rulezadded on the 2015-10-12 10:08:41
account created on the 2001-09-20 02:13:18