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Old/Deprecated stuff >> The 20 years STE anniversary demo >> Screens' Post mortem!
http://d-bug.mooo.com/dbugforums/cgi-bin/yabb2/YaBB.pl?num=1259340918 Message started by ggn on 27.11.09 at 16:55:18 |
Title: Screens' Post mortem! Post by ggn on 27.11.09 at 16:55:18
Okay, so you submitted a screen, it was included in the demo and everybody lived happily ever after.
But! What happened during development? What problems arose? How did you fix them? Did you have to leave something off? Make last minute changes? That's what this thread is all about. It'd be nice if the people that contributed shared their stories. A "Making of..." thread if you will. Of course it is a bit premature for anyone to post here. But it'd be nice in my opinion if we all share some stories about this demo here :) Anyway, I'll be back to post mine. Hope to see other people's too! |
Title: Re: Screens' Post mortem! Post by RA_pdx on 27.11.09 at 20:33:20
I like this funny idea, ggn!
As soon as i will have time i can tell you some stories, too. ;) |
Title: Re: Screens' Post mortem! Post by Dbug on 28.11.09 at 14:48:13
Do you accept postmortem stories of people who did an STe demo but did not participate to the megademo :)
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Title: Re: Screens' Post mortem! Post by ggn on 28.11.09 at 16:33:15 Dbug wrote on 28.11.09 at 14:48:13:
Well, since you originally meant your demo to be included in this megademo, I don't have any problems at all. Fire away! |
Title: Re: Screens' Post mortem! Post by Heavy Stylus on 01.12.09 at 20:54:40
I'm really looking forward to seeing everyones contributions :)
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Title: Re: Screens' Post mortem! Post by Dbug on 01.12.09 at 21:45:01
Save The Earth: The Post-Mortem, as seen from a Perforce point of view.
Depvpac crashes, broken optimizations, bad ideas, refactoring, hope, tears, satisfaction, and exhaustion, all neatly packed in one boring list of changes. Have fun reading ! #374 on 2009/04/05 17:45:22 First commit for the new Ste Demo for the 20th anniversary. Code is copy-pasted from the Creators intro source. #375 on 2009/04/05 20:12:56 Reworked the STE/MegaSTE detection code; and removed the code path for non overscan routines :) #376 on 2009/04/05 20:20:23 Removed the rest of the interrupt based code, plus the entire secondary codepath for non ST machines. #377 on 2009/04/05 22:00:31 Added the cinemascope binary logo, plus removed some more cruft from the old code (ie: Simplified scroller) #378 on 2009/04/05 23:58:41 Cinemascope logo is displayed: - Too large - Fullscreen rout is not efficient - No black borders #379 on 2009/04/07 19:09:08 Removed all the scroller code, added a 416x200 picture representing a city skyline by night. It will have to be displayed in overscan, with a nice background gradient, some mirrored reflection, and some moving objects (planes, helicopters, boats, cars), plus some blinking lights). If the picture was larger, I could also scroll it, with some cinema like effect. #380 on 2009/04/07 20:02:25 Started to split the source code by moving macros and other utility things in a separate file. #381 on 2009/04/07 20:16:00 Some more system split #382 on 2009/04/07 21:42:57 The city is now displayed, the black borders are kind of stabilized (but the code is horrible), now need to display the background gradient for the sky. #383 on 2009/04/08 13:31:58 Some more code has been split. Things related to gradients and palettes have been moved to 'palette.s', the screen buffers allocation is now in 'system.s'. Source code starts to make more sense now that things have been cleaned up a bit :) #384 on 2009/04/08 18:06:59 Now the cityscape has a (not very nice) gradient generated from a new routine (heavy usage of muls/divs, could probably use fixed point increment, not sure about accuracy). Some more cleaning, even more stuff was removed :) #385 on 2009/04/08 19:12:58 Moved some code to a "blitting.s" file, the display of the cinema-scope and night-city pictures is now done with an extended version of 'drawbloc' routine. Still need to handle correctly the double buffering, should not be mandatory... #386 on 2009/04/08 21:59:34 Replaced the old "optimized" pause macro by a new one using a jump to a table of nops in order to reduce the memory footprint of the routine. The drawback is that the new code needs a valid stack pointer, but on STE with the blitter we can survive with the missing adress register. #387 on 2009/04/09 15:07:29 The fullscren routine is now displayed using the timer-a (launched from the VBL) #388 on 2009/04/11 17:41:55 Added a defence force logo... which is unfortunately too large. The 416x276 resolution is cropped on the left by steem :( #389 on 2009/04/13 13:41:06 Added some pseudo plasma code using blitter. Need colors now :) #390 on 2009/04/19 19:21:15 Something that looks like a (bloky) tunnel on screen, yeah ! #410 on 2009/05/01 18:23:42 Split the code in many more modules, plus a specific one for the motherboard display animation (not yet coded) #411 on 2009/05/01 21:31:34 Some more code factoring (initialisation of timer based fullscreen) #412 on 2009/05/01 23:25:12 Some more code splitting #413 on 2009/05/01 23:43:57 Part of mobo are displayed, but apparently I have a bug in the code, things are not always displayed correctly #414 on 2009/05/02 19:48:29 Fixed an issue in EraseScreen (was using the current screen pointer and doing horible things with it) #415 on 2009/05/02 21:29:33 Managed to get the code for the motherboard scrolling working - modified the flipscreen routine to give an optional parameter disabling the actual flipping + added support for the vbaselo register on ste. #416 on 2009/05/16 22:27:48 Implemented hardware soft scroller - does not work nicely on the real machine... #417 on 2009/05/17 17:08:04 Fixed a problem with a missing texture for the tunnel effect, and a small comment fixed on the hardscroll setup #422 on 2009/05/29 21:58:05 Added a lot of "piracy is not a crime" files. #425 on 2009/06/17 20:43:48 Added a preliminary version of the credits using a font #426 on 2009/06/17 20:45:43 Forgot the font for the credits #438 on 2009/06/30 22:01:03 Added the first version of the tv snow effect. In the end version it will have to be in complete fullscreen (no 16/9) on that one, and with some white noise in the background. Will have to work on the code generator + sequencer before that, because it is starting to be a bit cumbersome to reuse the same routine for everything. #439 on 2009/06/30 22:52:02 Splitted the code base even more. #441 on 2009/07/05 16:59:11 The snow effect is working on ste, fails to work on the mste for some reason. Split the music part in a separate file, some fixes in the fullscreen code to avoid the color change. #442 on 2009/07/05 18:00:37 Implemented a very basic sequencer :) #443 on 2009/07/05 18:22:08 Improved the keyboard handling of the sequenced parts, also made sure that screen positions/offsets are correctly reset between parts. #444 on 2009/07/05 19:08:28 Moved a lot of code from effects to the main setup sequencer #445 on 2009/07/05 22:01:30 Removed some unused code Fixed the display code for the Defence-Force logo so it uses the same code as the Cinemascope one. Cleaned up a bit the logo itself. #446 on 2009/07/06 22:12:08 All the code now passes through the sequencer, with an Init, Play, and Terminate function. Does not much for the moment, but now the idea is to have the sequencer handle the keyboard for all the 'Play' parts. #447 on 2009/07/06 23:35:19 The sequencer is working, and handle the keyboard for all the parts. It is also possible to go backward and forward using the arrows keys, and space to quit. Note that the piracy part will have to be modified because it does not behave nicely when called multiple times (continues from where it was instead of reseting) #451 on 2009/07/15 15:59:01 Upgraded the data makefile to generate data compatible with PictConv 0.12, also added the missing pictures. #453 on 2009/07/15 18:56:04 Added the two pictures (panoramic office + insert disk on the atari), plus the ones changed due to the new pictconv generating slightly different palettes. #454 on 2009/07/15 19:21:07 Yeah, the insert floppy disk image is now displayed in it's total glory of 44 colors. Still some glitches on the display because I'm using move.l (an)+,(an)+, should use movem.l to change them faster. #455 on 2009/07/15 19:42:03 Glitches are gone, nothing like a cure of movem.l to solve all you small tight timings related issues. Found also that the motherboard part was not correctly initializing the type of overscan routine to call. Next step, the desktop panoramic picture ;) #456 on 2009/07/15 23:03:58 Improved a bit the color changes for the scrolling part, still a lot to go :-/ #459 on 2009/07/16 20:39:47 Improved fullscreen routine that changes some values at the start and end of the scanline to spread over the glitches. #460 on 2009/07/17 18:24:27 Replaced the overscan code to support panoramic/overscan formats. Still need to implement the top border version of the timer. #461 on 2009/07/18 10:24:10 We have a working top-border for the snow effect, now need to extend the display to 276 lines - including bottom border switch. #462 on 2009/07/18 13:02:44 Nearly fullscreen tvsnow effect. Modified the code to be able to enable/disable the color changes visualizing the sync, but for some reason there are still some visible colors on the top of the fullscreen screen. #463 on 2009/07/18 14:47:51 Added basic support for the subtitles buffer, makes the tvsnow effect to be artifact free. The next step is to enable the bottom border in cinemascope modes. #464 on 2009/07/18 17:19:56 Finally working subtitles, but now need to change the font, because that one kind of sucks (too large, not "movie subs" enough) #465 on 2009/07/18 19:03:45 Added a 24x24 font based on the MS Trebuchet, should be used for sub-titles, will require proportional spacing, else it will look terrible :p #466 on 2009/07/18 19:15:16 Fixed bad naming convention (8.3 sucks) and forgoten files... The subtitle buffer is now in the subtitle.s file Sub buffer is correctly cleared before each effect, to avoid residus from previous effects. #467 on 2009/07/18 20:28:24 Trying to find out why I have horrible color changes in my between parts... which is kind of hard considering the violent audio aggression currently in place at the party place :D #468 on 2009/07/18 21:12:13 Added subtitles on every-part, for some reason devpac crashes if I enable everything at the same time. Looks like I reached some executable size limit :'( Anyway, everything is smooth and fancy! #470 on 2009/07/18 21:52:56 Fixed the "ping pong" code for the motherboard scroll. The whole demo seem to work on the real machine, except that for some reason the text of the subtitles is totally unreadable: - either I have bitplan shifting - or the fucking piece of garbage (Funai I hate you) striked again on the bottom lines. #471 on 2009/07/18 22:24:55 Split the DMA audio code from the PiracyScreen. #472 on 2009/07/19 12:52:01 Fixed a number of issues: - audio does not refer the adress of samples anymore (provided by the caller) - the motherboard scroller was not initializing everything correctly at startup (failing on multiple calls) - the subtitles for the piracy screen were not working (making the code to crash and burn) #473 on 2009/08/09 00:21:58 We have sprites ! Ok, added a preliminary version of the Defence Force logo as drawn using sprites displayed using a blitter routine. Now I need to modify pictconv to be able to force some colors. #475 on 2009/08/09 22:23:51 Working blitter based sprite routine. Takes about 45 scanlines to display a 48x44 sprite, about 13 scanlines to restore the background, 18 to mask out the background, and 18 to OR the sprite data. Needs to do a lot of cleaning, and then figure out how to insert that in the fullscreen. Considering all the drawing is done in 4 bitplans, there is room for optimisation, note that by using 3 bitplans one could display some nice shadow effect by using two palettes of slightly different intensities. #476 on 2009/08/10 22:06:39 Managed to get the letters move from 0,0 to their final position, one by one, using some generic code and data definition tables. Now need to make sure they stay on the screen at the end of the display, and have a nice curve for their travel from the start position to the end one. #477 on 2009/08/12 13:51:24 Bezier code working entirelly in registers (data and address) is working, now need to link the points together to create a real curve. #478 on 2009/08/12 19:02:36 Managed to implement a nice soft curve using real time interpolation of curve parameters. Thanks wikipedia :p #479 on 2009/08/12 20:31:45 Managed to get the sprits embeded in the backbuffer cleanly, so we actually have now the logo forming letter by letter. Still have one frame flickering issue to solve, and have to add nice curves. #480 on 2009/08/12 21:02:39 Added a missing file (sprites), plus added code to compute bezier points #481 on 2009/08/12 22:44:20 Yeah, the Bezier curves is now working in real time :) #482 on 2009/08/12 23:16:05 The bezier interpolator is down to 28 instructions, unfortunately still 6 muls and 6 divs (that can be replaced by asr.l if one knows the size/speed/accuracy of the curve in advance) #485 on 2009/08/15 00:41:10 A routine to draw flat rectangles using the blitter, with generic parameter passing to define the bitplans to modify or not, and with which values. Should probably change x0,y0,x1,y1 to x,y,dx,dy, not sure how more readable the code would be. #486 on 2009/08/15 21:31:35 Implemented a DisplayList system to be able to change the screen adress for each line. May be a good idea to implement what Kåre did, by aligning the screen lines on multiple of 256 and then just change one byte to select a line instead of changing 4 bytes each time. Used it to display a blitter based rectangle using precomputed scanlines. #487 on 2009/08/16 17:46:50 Now have a working flat rotating polygon, which for some reasons seems to be turning somewhat out of its axis, but it is working anyway. #488 on 2009/08/16 18:45:55 Managed to divide by more than two the cpu time used to compute the rotating plan, still something wrong in the rotation, but well, will fix that some day. Now will try to change the color depending of the orientation :) #489 on 2009/08/17 20:30:38 Fixed the color fade problem (was a missusing of the ste/stf cluts), plus implemented a basic debug print system using macros displaying text in the lower border. Now should find out why the rotation is broken #491 on 2009/08/29 19:40:14 Finally implemented a decent keyboard manager, it is possible to test if a key is currently beeing pressed, has just been pressed, or has just been released. Also started the "out run with trucks" part, this one will require a vertical split, should be interesting... #493 on 2009/08/30 17:54:06 We have a outrun sequence mostly working. What remains to be done: - Have a nice gradient with more colors (using dithering + flickering should do it) - Display some mountain range in the background - Have the road turn - Display some cars or signalising elements #494 on 2009/08/31 19:48:29 Ok, a "nice" outrun with a truck and cool gradients for the road. Need something better for the background, like a Fuji mountain :) #495 on 2009/09/03 11:37:47 Some cleaning in the code, removed some useless defines and equates, and changed some compile order. Noted that there is a problem with red colors appearing in some effects or pictures, and corruption in the subtitle font. Looks like I broke something :S #496 on 2009/09/03 17:49:42 Rewrote the CreateBackgroundColor routine so it takes colors as parameters in data registers instead of pointers (more practical to use). Took the opportunity to optimize the routine further. Still some weird red pixels in the gradients Oo #497 on 2009/09/03 21:38:17 Found the damn palette bug, was caused by changing the order of inclusions, happens that the keyboard reading code was clearing 16 bytes too many, which happen to overwrite some bytes of the gradient computation table :-/ #498 on 2009/09/03 22:10:22 Fixed some more issues, including a broken palette in the nightcity, and the need for actual two pointers for the ste conversion tables... yeah, painful. Now on the sad side of things, I apparently have some memory overwrite in the defence force logo, because after it got displayed the font for subtitles got corrupted. #499 on 2009/09/04 17:32:06 The subtitles are now correctly displayed using proportional size computed at runtime. All the remains is to do the same for the credits font, add the apostrophe character, and possibly handle correctly the kerning for some of the bad combinations. #500 on 2009/09/08 20:23:57 Managed to get the credits display use the same code as the subtitles, and found out that the space character had a nasty color issue :) #501 on 2009/09/08 21:11:46 Managed to get a temporary display effect for the scrolling, also modified the message in the subtitle part. Not unhappy of the result, even if it still require quite a lot of work. #502 on 2009/09/09 22:22:33 We have some zooming effect with a C2P routine. Now need to handle a more gracefull scaling effect, and the vertical scaling as well. #503 on 2009/09/09 23:22:05 Now with vertical zoom as well :) Remains to be done: centering the effect, make it faster, integrate nicely in the fullscreen #504 on 2009/09/13 12:50:05 Too many things in this commit: - New rescaling parameters to the cinemascope - Allocated 4 panoramic screen buffers by default, and changed the way the word alligned adress is computed in the defence force logo code. - Common bss data size optimisation (computes the largest necessary size of all demo parts and allocates that) - Changed the way the credits are displayed, but really need an actual scroll instead of just using the 4 screen lenght. #505 on 2009/09/13 19:29:29 Getting there: - Fixed some corruption due to the debug print macros not restoring correctly the font parameters - Changed the scroll routine to reuse the buffer (but still a glitch and a white line appearing when wrapping around the buffer size) #506 on 2009/09/13 21:16:17 The scrolling code is working! Was really a stupid bug... anyway, it is working, managed also to get adebug (reloaded 2.13) to working in place of monst, so everything is nice and cool :) #507 on 2009/09/13 22:48:11 Updated the credits list. Now ideally I should implement a "variable space" command for the scroller, one special escape byte followed by the number of pixels to skip. #508 on 2009/09/14 00:11:54 There is now a routine that can automatically split a text that does not fit in a given size. It will insert a cariage return where necessary to reduce the lenght. The routine also compute the number of 'variable spaces' to fill that later with some justification parameters. Also added three missing files from perforce... oops #509 on 2009/09/14 21:27:55 I now have a quite nice scrolling routine with centring, left and right allignment, seems to work nicelly even on reasonably long texts, so that's kind of cool. #511 on 2009/09/15 22:35:34 We now have a compressed "Insert Disk" image, 9020 bytes instead of 48000. Could not use directly Ray's compressor, so had to write my own. *Sigh*, at least FilePack packs better than both his LZ77 and LZ78 packers. #512 on 2009/09/15 23:05:12 And two more compressed pictures: - Ste Motherboard, 214576 -> 72883 - Desktop office, 89600 -> 42552 Next step, Piracy pictures. #513 on 2009/09/16 20:59:28 Packe all the pictures of the "piracy it's a crime" sequence. Packing ratio is not that impressive, but it could have been worse :) #514 on 2009/09/16 21:30:54 Most of "piracy" pictures are now packed, will have to: - optimize the depack buffers - optimize the depacker (3 seconds to depack, that's way too long) #515 on 2009/09/16 22:06:26 Did a micro-optimisation of the depacking code, gone from $81 to $7f VBLs to depack (that's 2.54 seconds). Next step is to unroll the copy loop #516 on 2009/09/16 22:35:30 Unrolled the copy loop, down from $7f to $70 vbls (2.24 seconds) #517 on 2009/09/16 23:07:21 From 1965206 to 1944872 bytes used From 1638 to 1296 ko on disk. Still quite a lot of work to do :p #518 on 2009/09/17 21:26:07 Continuying with the quest for memory reduction by packing more files. Also using the Listing functionallity ot Devpac to get a dump of symbols. #519 on 2009/09/17 21:52:37 All the fonts are now decompressed, same thing for the "copy this demo" and "night city" pictures. Total size: 1927868, on disk 1199k #522 on 2009/09/19 20:01:27 The CopyTrack.wav has finally been reduced in size using delta compression. This gives a 50% ratio, so we are down from 580550 to 290276, not awesome, but as a result the executable is now 914 k ! #523 on 2009/09/20 17:52:58 Fixed a bug in the delta depacker (was depacking twice as much data), and implemented the first code generator for the tvsnow effect fullscreen based on a serie of templates. Interesting to see that the assembly time reduced from 111 to 86 seconds by not having to do REPT/ENDR ! #524 on 2009/09/20 18:14:33 One more full routine converted to template (the panoramic one, without color changes). #525 on 2009/09/20 18:32:49 Converted another fullscreen routine (Panoramic with full palette change), complete demo now takes 857k on disk, and assembles in 63 seconds (started at 111 seconds with the REPT/ENDR), still some more to go. #526 on 2009/09/20 19:22:10 And one more, converted the single background color change routine used in mobo/nightcity. We are down to 839k on disk, and 43.5" of assembly time... and it now fits on a floppy when packed with UPX (down to 720k :D) #527 on 2009/09/20 19:39:08 The final fullscreen routine has been converted from REPT/ENDR to generated code, we are down to 24" assembling time. #528 on 2009/09/24 22:18:34 New batch of pictures re-exported with the new pictconv that handles correctly the "locked "colors... but unfortunately fails to match the rest of colors properly. Will have to fix that. Anyway, got the "binary clock" code to work, the scrolling picture has nice desk/atari drawing (no more wild color changes). #530 on 2009/09/26 00:27:07 Got a switch with blinking lights, and a nice gradient in the background. Would be cool to have a parallax effect... both for the buildings in the background, and for the shape of the guy in front. And perhaps some blinking logos or something. Oh, and need to animate the Atari screen as well. #531 on 2009/09/26 13:41:41 I now have some 'demo effect' on the screen of the Atari. Some slow scrolling background rasters, and some bouncing ones on top. Now I need to add a scroll text, using the 8x8 font :) #532 on 2009/09/26 21:07:24 The office part is a lot better now: - Nice new color for the leds on the switch - A full demo effect with rasters and scroll text on the atari monitor - The floppy led is blinking - Improved somewhat the picture by doing some manual color reduction in order to help PictConv #533 on 2009/09/26 23:16:29 The "insert disk" floppy is now before the office screen. #534 on 2009/09/27 22:21:57 Now the cinemascope logo is actually zooming, that's nice. But need more steps, like twice as many, because it is a bit too choppy and fast. #535 on 2009/09/27 23:30:03 The zoomer now uses dynamically allocated memory - ie: computes with macros how much memory should be used for the big final buffer. Still wobly, guess I need to have ani additional table for blocks offsets, because the fix offset obviously propagates the error in a very noticable way :S #536 on 2009/10/01 21:18:57 Added the music for the effect #537 on 2009/10/04 00:50:56 The audio delta depacker is now slightly faster (but not good enough unfortunately), used it for the "boot disk" sound on the insert disk part, plus added an audio sequencer (I need to add a way to trigger callbacks for the user to do things). Also added a music (Renegade, by David Whittaker) during the desk office phase (should be started at the end of the loading on the previous sequence). The floppy disk LED also blinks during the loading. Still need to "insert" the disk. #538 on 2009/10/04 15:08:54 Fixed a number of issues: - Clearly distinguished between the display stride, and the blitting stride - New sequencer commands for the audio (can be used to temporize and run callbacks) - Insert disk screen now starts the music after the fake loading, and subtitles indicates what happens - Lot of fixes here and there :) #539 on 2009/10/04 17:24:58 Added the support for the LMC1992/Microwire, but of course none of the emulators supports that correctly, so I will push back the implementation and testing for later. At least I managed to implement the LED blinking correctly. It starts off, then lights during the loading, off during the depacking, and blinks madly during the music replay. #540 on 2009/10/04 19:29:09 The floppy now cleanly got inserted inside the floppy drive, and the eject button pops out. Still need an insert "schlock" sound, but that should do it for the moment :) #541 on 2009/10/04 20:56:23 Fixed issues with the lower border (tested on the real ste), was due to the adress change being done too late. By moving the black color change in the free nops in the border change, fixed the problem. #542 on 2009/10/04 23:23:14 Reimplemented the tvsnow effect using purely procedural code (noise generator + 2x2 blur + horizontal blur + chunky to plannar) Still some optimization to do, because it is not as fast as it could be. (The 2x2 blur could be way faster, by accessing less often the memory) #543 on 2009/10/05 20:35:06 Optimised the snow generator. #544 on 2009/10/05 20:43:16 Optimized the white noise generation by unrolling the loop #545 on 2009/10/05 22:44:55 Added a pre-sequence for letting people press a key to start the demo after a long floppy loading. Optimized the erasing routine ! #546 on 2009/10/05 22:55:48 Replaced some more dedicated erasing loops by a calls to the optimized one. #549 on 2009/10/06 20:59:29 Added the ste side picture (resolution 416x100) to the demo. Need to add the code now. #550 on 2009/10/06 21:12:01 Fixed a stupid bug... #551 on 2009/10/07 19:23:12 Work in progress with the ste case scrolling sideways on top of the motherboard hardware scrolling using the 4 bytes full pixel adress trick :) Next step, add the palette pointer to the fast display list. #552 on 2009/10/07 20:25:08 Added support for full copper change, with both adress and palette (note: The first palette is not correct, have to change that) #553 on 2009/10/07 22:08:53 Now both the "ste motherboard" and the "side ste case" are displayed using multi-palette mode, the background rasters are back there as well. Demo now takes 2138864 bytes, 795k on disk, and 687k with UPX. Not sure for the memory usage, but for the disk we are good to go :) #554 on 2009/10/08 22:06:29 Added the chatroom picture. Not final, still a very first mockup, but it is getting there :) #555 on 2009/10/08 23:02:20 The IRC chatroom is now in the demo. Just need to make it work :) #556 on 2009/10/10 15:39:05 Added an improved version of the chatroom picture. Also reworked the BSS usage so no screen buffer is allocated by default, which made the final memory usage at this point to be 1985676 bytes, 808kb on disk, and 698kb packed with UPX :) So far so good. Please note, cinemascop, truckfrt and dfncfrce are still not compressed. But it still misses graphic data for the side truck, forklift and boxes. Will they fit ? #557 on 2009/10/10 16:52:39 Cinemascope logo is now packed. New size: 1973254/796/699 #558 on 2009/10/10 17:05:06 The front facing truck picture is now compressed. Memory status: 1966130/789/699 #559 on 2009/10/10 17:57:28 Reduced a bit the memory consumption. Found out also: - DefenceForce logo and sprites are both in memory, and not compressed - Need to get rid of A7 in the fullscreen so I can call the standard jsr based pause macro. This can be solved by reusing the adress/shift trick to get one more free register. #560 on 2009/10/10 19:35:24 Some more optimization in the fullscreen department, will try later to merge some of the displaylist code. Also need to simplify the polygon rotation code. Current memory status: 1936856/785/695 #561 on 2009/10/10 20:20:35 Replaced all the possible JSR by BSR, not a problem now that the whole TEXT section is less than 32k. Memory usage: 1936448/784/696 #562 on 2009/10/10 20:34:58 Even less memory used for the fullscreen generation. Net benefit is not as huge as expected, but I guess it is not that bad. Now I wish I could find which part uses the most bss ! #564 on 2009/10/11 11:52:26 The 6x6 font is finally displayed correctly. Now the problem is that doing this display properly (pixel accurate placement and proportional handling) is going to be better with the generic routine, so I will reformat the picture to be on 16 bits entries... damned #565 on 2009/10/11 14:02:18 Improved the handling of text by passing a description bloc instead of a bunch of register values. 6x6 font is now displayed correctly, but need to display it using some standard text routine now. #566 on 2009/10/11 15:40:01 Added the notion of "depack block" to clean up the source code a bit. Everything seems to be working fine, except for the 8x8 system font which happens to be totally broken. #567 on 2009/10/11 16:29:32 Found out that the 8x8 font was broken due to devpac aligning automatically the incbins, but unfortunately the label was not. #568 on 2009/10/11 18:14:20 Most of the crap text display code is gone. Added support for pixel accurate separation between characters; and the parameters like the width of the bitmap, size of space, etc... are all in the description bloc. As a result the small font is now correctly displayed using the generic routine :) #569 on 2009/10/11 22:26:58 Got a primitive chat window working. Still need to: - display the time stamp - the nickname - the 'real typing' effect - change the colors accordingly to who is typing #570 on 2009/10/11 22:41:47 Tweaked the 6x6 font so things look better. #571 on 2009/10/11 23:33:33 Extended the 6x6 font with the standard Atari characters (Fuji, arrows, bob, etc...) The chat now display the time stamps (had to reorganize the time management by moving part of the code to the System file). #572 on 2009/10/12 23:23:10 Lot of work done on the chatroom: - Changed the colors used for the realtime clock, now uses the two first colors (easier to patch/update) - Added some cool stupid random chat - Colors are now dependent of the nickname - Nicknames are displayed right alligned #573 on 2009/10/13 21:58:41 The segment based display of time is now working fine :) Will need to cleanup and optimize a bit, but at least it is working. #574 on 2009/10/14 23:30:42 The text box now correctly enter the text, with some random delay to make it more realistic. Now need to play some samples :) #575 on 2009/10/15 23:19:39 We have the keyclicks sounds. Also found out why the "copy" soundtrack was corrupted, I actually copy-pasted wrong code which was not depacking the correct amount of data. So anyway, 8 different click sounds, for a total of 4769 bytes packed, I can probably reduce by cleaning the sample anyway, there is some tweeting sounds here and there. Current memory usage: 1947452/789/694 Not bad :) #576 on 2009/10/17 12:24:01 The tvsnow buffer is now being reused as 'static' noise, works great. Also modified the Audio replay so it returns the number of frames the sample will be played, for synchronization purpose. #577 on 2009/10/17 17:38:23 A bit too many changes in the same changelist, some non finished, this is bad: - extracted the sequencer part from audio.s to sequence.s - added a vbl callback for the parts - changed the implementation of the subtitle display (direct text instead of pointer) - started to reimplement the 'piracy' sequence with the generic sequencer instead of specialized one #578 on 2009/10/17 18:43:09 The Piracy part now entirelly uses the common sequencer, fixed some style issues and non compliant names. Working fine except the timings are all wrong, have to fix that. #579 on 2009/10/17 20:33:41 Fixed (improved?) some of the pictures #580 on 2009/10/18 00:02:50 Cleaned-up the fullscreen generator, and added a moon picture. Now need to replace the static nightcity picture by a scrolling one from the moon to the city, and some moving reflection with secondary blueish palette #581 on 2009/10/18 10:25:29 The sign correction for the samples is now done in the depacking routine itself at no cost, so I was able to remove the SampleChangeSign routine from audio.s This means that at some point I can start to depack per block instead of depacking everything upfront. #582 on 2009/10/18 14:00:29 Replaced most "incbin" by a FILE macro that correctly handles allignment and label adresses. Should solve the random bugs due to FilePack suddendly generating an odd long file :p #583 on 2009/10/18 15:10:34 New command in the sequencer to go to the next part. The nightcity sequence is also updated with a clean background, the moon, the rasters. All that remains to do is the mirroring of the city in the water. #584 on 2009/10/18 15:28:03 Removed one of the now unused fullscreen templates. Added a transition to next part on the piracy screen. #585 on 2009/10/18 20:08:26 We now have boxes that can beat your boxes. #586 on 2009/10/20 23:27:29 We are getting there. Need to optimize seriously the way I update the display lists, because it is not as fast is one may have wanted. Also need to solve the glitches. #587 on 2009/10/21 20:10:41 Fixed more of less the issue with the motherboard scrolling, had to remove the rasters, because well, they did not really work anymore. Memory: 1947110/789/690 #589 on 2009/10/21 21:38:12 Updated stats #590 on 2009/10/21 22:15:03 Fixed the credits texts. Changed the background color of the motherboard #591 on 2009/10/21 23:12:20 Added new sequencer commands to set byte/word/long values (removed the set flag one), and fixed the code. Started to implement sequencing for the rotating defence force logo as well, but seems that the sprite sequence itself is fucked up *sigh* possibly a misconfigurated screen display. #592 on 2009/10/24 13:05:52 Replaced most of the 16 colors pictures for piracy by display list based multi-color pictures. Took the opportunity to clean up the DisplayList setup as well. Has to replace the display code by real effects for shaking and rewinding. #593 on 2009/10/24 17:13:34 Merged even more palette/display list code. Now have to find why I have some purple color between some of the effects. #594 on 2009/10/25 20:16:26 The "would you" parts are working again, had to use a small table to handle the adress computation more efficiently, but now have to replace in the rest of the code. #595 on 2009/10/25 21:21:49 No much changes. Now need to get the rotation transition to work between cinemascope and defence force logo. #596 on 2009/10/25 21:50:28 Removed one of the redudant fullscreen routines, cinemascope and defence force logo are now using the standard display list routine #597 on 2009/10/25 22:11:24 Added the sequencer to the cinemascope sequence #599 on 2009/10/26 21:23:44 Renamed some of the blitter functions to be consistant in the naming, finally replaced my old defines with french comments by decent ones in english using a structure definition, repaired the sprites display as well. Problem: Bezier + big sprites = kaboom. I should now try the sprites from crem #600 on 2009/10/26 22:44:56 Replaced the sprites by the new ones, does not look too bad; but still work to do. Oh, and the erasing is not done at the correct location :-/ #603 on 2009/10/27 21:58:09 Fixed the bugs in the sprite display, replaced the complicated logic by a state machine, so much simpler, works better, faster as well. Wish I had done that before :-/ Memory status: 1999830/789/716 #604 on 2009/10/28 00:40:06 The city is finally reflected and ripples as well. Now I need to #the palette to have something darker and blueish as well. #605 on 2009/10/28 21:57:17 Did an optimisation pass on the code, added all these missing 's' and 'q' all over the place :) #606 on 2009/10/28 22:22:46 The "Any" in the Press Any Key is now working. Made the keyboard handler replacable, so in practice the loading done part just overides that and restores it after. #607 on 2009/10/28 22:35:41 Renamed some stuff to get consistant in the naming conventions, moved the grey palette from the snow to the palette file. Found out that enabling the insertdisk part actually is responsible for the black line in the rasters in the next part Oo #608 on 2009/10/28 23:11:34 Replaced the fullscreen routine in the insertdisk part by the displaylist based one. #609 on 2009/10/29 20:40:21 Replaced the fullscreen routine of the credits by the display list one. #610 on 2009/10/29 20:52:47 The chatroom is now using the displaylist routine as well. #611 on 2009/10/29 21:37:08 Outrun was converted to use the display list routine. Remains only one, the Office, still using the old one. Found out that the InsertDisk is the routine that corrupts data (responsible for both the black line in rasters and the purple palette corruption) #612 on 2009/10/29 21:56:12 Finally replaced the last part to use the display lists... Need to find why the InsertDisk part corrupts data, probably something stupid. #613 on 2009/10/29 22:12:57 Fixed the purple issue (was due to the IRQ callback still being called). Still have corruption on the gradient on the atari. #614 on 2009/10/29 22:39:22 Version as sent to XiA today. The end credits now exit cleanly at the end of the text. #615 on 2009/10/31 18:02:17 Removed some more unused stuff (rests from old test routines), changed the order of parts (different story, but more coherent and dynamic), modified the texts accordingly. Memory report: 1911310/786/716 #616 on 2009/11/01 17:08:09 Did some cleanup in the setup of the overscan routine. Be carefully with optimizing the seting of the timer A, it breaks the top border... #617 on 2009/11/01 18:07:51 Did a lot of cleanup in the setup of overscan, now one call and it is done correctly. Also reduced the size taken by the subtitles font, both on disk and in memory. Thanks to GGN for signaling --ultra-brute flag on UPX, improved significantly the packing efficiency. Memory status: 1892460/784/710 #618 on 2009/11/01 18:16:11 Removed unused parts on the OCR font, even more free memory: 1891310/783/710 #619 on 2009/11/01 18:35:25 Reduced the size taken by the 8x8 font, moved the gradient buffer to the only part using it (office). 1875482/781/709 #620 on 2009/11/01 19:33:42 Just updated the size of each part. #621 on 2009/11/01 23:03:48 The piracy pictures are not displayed as a font. Some glitches when changing the pictures, but it takes a lot less room: 1746384/749/685 #622 on 2009/11/02 20:10:04 Fixed the display of texts in the piracy part. The glitch was due to the blitter call fucking up the vbl. #623 on 2009/11/02 22:38:47 Some more changes in the piracy section, now with a distortion plus interlacing effect. #624 on 2009/11/03 23:06:05 Added a new effect with the 5 pictures interleaved. #625 on 2009/11/05 21:16:20 Integrated XiA code in the intro. Managed to seriously optimize it (even if it was pointless, not like a scanline of difference changes anything) #626 on 2009/11/08 14:13:30 Fixed the fade-out of the snow effect. #627 on 2009/11/08 18:27:58 Sequenced the office sequence, fixed the problem with the background color (for some reason was apparently the evaluation of macros in devpac depending of what else has happened before :'( ) Memory status: 1719292/722/638 #628 on 2009/11/08 18:56:17 Tried to optimize a bit the desktop sequence, for some reason the vbl code is not very nice when interacting with the sequencer. Obvious fix would be to have the sequencer handle the 'play' routine itself during the vbl waits. #629 on 2009/11/08 22:30:11 Added a new "squish" effect on the Cinemascope logo, that uses the precalc table of scanlines, which hopefully will be usable by the rotation one. Will have to solve the issue of glitches in the office section (moving all the code in the vbl handler was a bad idea) #630 on 2009/11/14 15:00:15 Added some effects on the defence force logo, some glitches when fading, but otherwise kind of ok. Memory status: 1772528/725/638 #631 on 2009/11/14 16:20:31 The sprites are now compressed. #632 on 2009/11/14 18:16:42 The missing truck picture is there: 1796750/741/656 #633 on 2009/11/15 18:16:13 New sequencing of XiA music with synchronized effects. The effect-sequencer is now cleanly integrated in the main part sequencer. Music player with the new music from XiA is there as well, but using the music makes most effect to crash due to the VBL being too long - have to fix that. Memory status: 1792062/737/654 #634 on 2009/11/15 21:38:17 Trying to crunch cpu time usage to get the music play well with the rest of the demo. Managed to get it to work, but then the effects are not displayed when texts are shown... kind of suck. #635 on 2009/11/15 23:56:36 Still optimizing... *sigh* #636 on 2009/11/16 12:34:27 Some more tweaks. At this points problems are: - sprites flickering - scrolltext font broken - fadepalette killed by the music #637 on 2009/11/16 13:30:56 Managed to fix most of the bugs, now what remains is text tweaking, and a final big atari logo. Memory status: 1816718/761/659 #638 on 2009/11/16 15:12:16 Number of small tweaks, text duration, message changes, etc... Unfortunately the scroller font corruption is back. #639 on 2009/11/16 17:39:58 Fixed the scroller glitch, and adapted timings in the intro sequence so the texts are readable. New picture with Al Gore movie instead of horror movie. #640 on 2009/11/16 18:49:35 The TVSnow sound is now less violent. Nice picture for the "copy it" #641 on 2009/11/16 23:06:21 Some more stuff: - Changed the "copy this demo" to an ecological themed picture - Added an end picture with an Atari logo - Fixed glitches in the sprites #642 on 2009/11/17 00:30:50 Added the "wobbling" on the atari building sequence. #643 on 2009/11/17 13:08:40 Some timing tweaks, changed the atari end picture a bit, added flickering lights on the real floppy drive, and faded out the audio as well. #644 on 2009/11/17 13:22:26 Added a missing fade to white in the defence force logo sequence, fixed the audio glitch in the piracy end picture. #645 on 2009/11/17 16:33:13 Some more tweaks: - Removed the final text in the office sequence, so the next music starts at the right moment - Improved the transition from rotating plane to defence force logo #646 on 2009/11/17 21:58:47 Changed XiA's name in the credits, and worked on two pictures to remove palette #artefacts. #647 on 2009/11/17 22:13:14 Nothing special #648 on 2009/11/18 21:33:05 Found the white glitch bug, was just a missing nop :'( #649 on 2009/11/18 22:37:12 Version 1.0 of the demo! Sent to Evl, PRG is 672k, could have been smaller but I'm tired and want to be done with it. #650 on 2009/11/20 00:46:59 Did some cleanup, removed commented out lines and sequencer tweaks, but also changed the end effect, and added few names in the greetings. #651 on 2009/11/20 12:16:27 Some more cleaning, plus: - added the missing scanlines on the snow effect - removed the stabilizer from the fullscreen as well - removed some more commented out lines - fixed a small problem in the audio sequencer |
Title: Re: Screens' Post mortem! Post by robert2098 on 02.12.09 at 08:20:52
Wow, that is a detailed development log. I can't wait to see the result :D
Robert |
Title: Re: Screens' Post mortem! Post by ggn on 02.12.09 at 08:51:50 robert2098 wrote on 02.12.09 at 08:20:52:
Here it is: http://www.pouet.net/prod.php?which=54106 |
Title: Re: Screens' Post mortem! Post by Zorro 2^NoExtra on 03.12.09 at 09:23:27
Stories for the end... (29/11/2009)
Credit screen by Zorro 2 finished today between 6 PM and 9 PM (large rasters-blitter) Final testing in a real STE at 21h45 !!! Email at 21h55 ! Tomchi finished a second version of the - megatiser - music today at midnight. Mister.A are giving the last gfx (eye green screen and credits) at 5 PM today ! |
Title: Re: Screens' Post mortem! Post by ggn on 04.12.09 at 07:47:00
So, this is the story of my screen.
It was going to be branded under the Reboot label, but for various reasons (among which sh3 wasn't available for drawing some pretty gfx) I decided to release it under KÜA software productions label. People involved are me, Excellence in art, Ukko/Live! and Havoc/Lineout. The oldest of the fx here is the scroller with moving background, which was intended to be included in Oxygene's Nostalgic-o demo (written in early 1999)! Unfortunately, my STE's floppy drive got damaged while I was coding this and finding a replacement proved difficult (I was a poor student back then etc etc), so it got delayed. Couple that with the face that Leonard totally filled the demo disk to the brim, so it was finally left out. I remember that I finished because Leonard had expressed the desire to do a "never ending demo" with expansion disks etc, but that never saw the light. So that screen was left in a closet to rot, until I would find a suitable reason to release it. (it came close to being included in one of the D-Bug menus, where we were toying with the idea of including a different menu for the ST, STE and Falcon, but we scrapped that idea too). Most of the rest of the stuff was intended to be included in my collaboration with RG and Sector One, that is known as "Faery Land Adventures". They were written in 2002/3. Mr Pink was happily coding away the main game and I was doing some support routines, the credits screen (the parallax screen with text on top), the pause screen (the tangram letters forming of their fundamental shapes) and some menu transitions (the appearing effect of the first pic). Sadly Mr Pink lost interest in the game (it's still rotting on our hard drives ;)), so these screens were left unused too. Enter 2009 and Paradox announced this Megademo. Feeling very guilty that I missed out completely on the 20 years ST megademo (to my defence I was pretty much idling the year it came out) I committed myself to submitting a screen for this demo (and hey, the STE was my first 16/32 after all!). During the summer I got involved in the creation of a Jaguar game called Project One (more info here), so my idea was to make a small game as my entry to the demo. However, progress was very slow, and I didn't just want to put a game in there with no fx. So as time progressed I remembered that I could use some of the old screens to spice things up, but I was unwilling to go and code the game. So, 2 weeks before the deadline I decided that if I were to submit something, I'd have to ditch the idea of the game. But then what? Just give the screens as-is with some music thrown in? That would look really lame and would seem like a diskfiller. Then, one week before the deadline, an idea struck me: In the game I was supposed to use the ending of the 1812 overture as soundtrack (because the game which I was trying to code was a port of an 8-bit game with that tune). So what if I threw in all the effects and changed them in sync with the cymbal hits? At least a) it would only last one minute so people wouldn't get bored and b) it seemed fun to do! Hooray! I finally had a nice concept! With 7 days to implement it! Holy shit! The final week of the deadline I was a bit busy with some chores etc so that didn't help either. Initially I thought about downsampling and cutting the .ogg tune from wikimedia, but it turned out to be too big for the 160k limit and I didn't have enough time to experiment with adpcm encoding (plus I was afraid that the result would sound shit - compressed orchestral music usually sounds pretty unimpressive). So I asked very shyly on IRC if someone would like to help and almost immediately Excellence in Art responded positively :). I quickly explained him my idea for a screen, and he seemed very positive and eager to help. That meant that a) I'd get my tune after all (I was going to use any leftover/unreleased track by him or Dubmood at that point), b) not only me thought that this screen was going to turn out fine! Xia worked very quickly on the musical front, and I got the final version of the tune about 2 days after I asked! So I quickly wrote some code to use the sync byte and then it was time to bring it all together. At this point, it was Friday, and the Deadline was on Sunday night! Oooops! Actually a part inside of me didn't want to touch 10 year old code, which was written for various reasons and God knows how much stuff was hardcoded. I dived straight in, merging all the sources in one big source file, just like Turbo Assembler likes it, and went in for the toughest part: the scroller. After quite some fiddling, I managed to make it re-entrant per VBL (which up to that point wasn't - not a pretty sight) and integrate it with the frame-based demo system the rest of the screens used. If I'm not mistaken this took the largest part of Friday and I was quite relieved when I got that up and running: it meant that most of my worries were over! XiA was mostly online and provided massive moral support (I've sent him some stand-alone versions of the screens so he'd know the material). Ukko came on IRC too, asking if someone needed any gfx help and I immediately PMed him, and he promised me that I'd have an intro pic before the end of the deadline! Neat! Saturday was spent tweaking around the screens, removing any bugs that I could see and syncing a couple of effects partially to see if it's worth it (me and XiA liked it at least :)). XiA also pestered me to use the appearing effects on Ukko's screen. One small piece of trivia: that effect has 2184 different ways to compose the screen! Well, probably a bit less because there are some duplicate fx, but they're a lot anyway. In the end I left them all in because we couldn't decide on a particular fx (and it would be hard to spot a single one, they all looked nice), so each time the screen is run the pic is shown with a different effect. I also had this idea that in the end I'd show a big chunky 1-col Atari logo that would disappear as I would fade in some static. The plans slightly changed when XiA gave me that stonking logo with "STE" drawn in the background in a light gray. Maybe there would be a way to disintegrate that into static as well, but I was too tired to think of how to do it. So instead I just drew some static and changed some palettes around while fading down. Not too bad I guess. Up to this point, the demo was quite compact (around 40k compressed). I was going to use some noise generated from the code itself, but XiA wasn't 100% satisfied with the quality, so he sent me some pics with gaussian distributed noise, which is practically uncompressible, so the size was bumped up to about 140k! Havoc drew in a quick pic of Kabouter Wesley as well, after I joked with him on IRC that I would like to include a pic like that. This was supposed to be faded in at the very start, but XiA (rightfully) pointed out that it would look better at the very end. (part of why I wanted it at the start was because of any potential bugs I might encounter if I included it at the end, but in the end I obliged ;) ). The last item I wanted to address was the logo for the main menu. I sketched something very quick and sent it to XiA, and I remember sending me back exactly what I had in mind, only prettier, and drawn very quickly! Also, he had the main idea of the screen's name (I can't remember if I had any idea at that point, but his sounded clever so I went along!) Sunday morning found me very relaxed and not too worried, even though I haven't synced anything up to that point: I simply had a full day to do it. Of course various bugs crept in during the sync which had to be addressed, and I had a few small arguments with XiA about how exactly it was going to be synced (he would rather see it that I changed screens at almost every cymbal hit, I thought it would be very epilepsy-inducing - in the end we agreed on something in-between that we both were pretty happy about). Ukko delivered his pic just in the nick of time, but I foolishly used XNview to convert the pic from PC1 to PI1, and it screwed up the palette. The demo screen was submitted about 25 mins before the deadline end, and when I sat down to relax a bit I got a PM from Ukko about the palette! I was so tired I couldn't figure out why it happened, and then it hit me: it was XNview. Well, this was very easy to fix, I just converted the pic using dpaint, and re-sent the screen to Ra exactly 1 minute before the deadline ended :D. So that's about it from me. As you see, XiA played a major role in the making of this screen, so I can't thank him enough! Ukko's and Havoc's help was also incredible and I'm proud to have included the pixels of such skilled artists (well, XiA drew some amazing stuff at phenomenal times, but I don't want to thank him twice - don't want to boost his ego too much :P) I did promise for the full source and WIP assets, irc logs etc. I will release those when I clean them up and get permission from the other people involved. Maybe they'll present them on their own. |
Title: Re: Screens' Post mortem! Post by robert2098 on 21.12.09 at 09:36:39
Thanks. I didn't read it carefully and thought it was part of the upcoming 20th anniversary demo.
I finally watched the demo and it was very nice. Totally different than the usual ST demos as it is telling more a story with different screens. So it keeps your attention. I like the split screens. That is one STE feature I didn't see much. Robert ggn wrote on 02.12.09 at 08:51:50:
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Title: Re: Screens' Post mortem! Post by dan on 28.12.09 at 18:58:44
I guess this was meant to be the coders only, but who cares anyway.... This is GRAFIX POST MORTEM:
Grafix for: Cubes, Ribbons and 3D Flybys by paranoid of pdx: ----------------------------------------------------- Cubes - Screen: ----------------- 1. The very first version of paranoid´s Cubes screen i saw had the skyline of Frankfurt as a background. 2. The background-size is 512*256 and had to be delievered in 4 PI1 pics. Considering the moves of the cubes i decided to do a fishpond as a background. 3. The pencil sketches show the early stages of the logo. The actual logo took me some busy evenings. The rocks on the side of the screen were done in a rush and replaced the “glass”, which still remains on the bottom of the pond. (neochrome, photoshop) |
Title: Re: Screens' Post mortem! Post by dan on 28.12.09 at 19:02:12
Ribbons-Screen:
----------------- 1. Shows the first version of the ribbons screen. Has got nothing in common with the greetings screen as you know it by now (pic 3). One day paranoid might tell you the whole story of this piece of code. ;D 2. The “20 years 1-Plane-Ribbons Logo” was supposed to make a nice background to this screen, but everything changed when the paranoid decided to change the whole convept. You will recognize this I plane background on another spot in the demo. ;) 3. The aerial concept (sky as background) was the paranoid´s fresh concept for the old code. You can see an additional shape of his “bikini girl” (compare pic 4) on the left side of the pic. The soft integration of the “1 plane-ribbons-logo” into the clouds was done in neochrome (not photoshop). Hell lot of work for little visibility… :o 4. This picture was done by paranoid and features the nice idea of a bikini girl walking on the moon. (neochrome, degas) |
Title: Re: Screens' Post mortem! Post by dan on 28.12.09 at 19:06:29
3D –flybys-Screen:
-------------------- 1. RA of pdx did the first version of a 360 degree view to the pillars. 2. Looking for inspiration to the 360 background I browsed evil´s wonderful archive of high-quality videos. Thanks, evil! 3. The actual background is my first collaboration with zweckform of pdx. 4. the final result |
Title: Re: Screens' Post mortem! Post by dan on 28.12.09 at 19:23:49
intro-pic for noextra:
----------------------- 1. the work on this piece started with the sketch of the flying saucer. I had the covers of colourful vinyl records of the 70´s early 80´s in mind. A crappy title was a must: … back in the nick of time… 2. With no idea for a logo for these guys I browsed the internet and found their website logo. I gave it a glance of white gold. I guess on the pic zorro will use, you won´t find the logo anymore. So here you get my idea of the “finished” pic. 3. The planet, the ISSR and the mon are a rip. 4. wip 5. heavy use of rasters even in the flying saucer. (neochrome Master, heavy use of rasters) |
Title: Re: Screens' Post mortem! Post by ggn on 01.01.10 at 12:50:18
Excellent stuff there Dan! Any other artist/coder to share some stuff (I updated the post mortem of my screen btw :))
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Title: Re: Screens' Post mortem! Post by ggn on 02.01.10 at 22:26:59
WIP shots of Ukko's logo from my screen (last one = final)
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Title: Re: Screens' Post mortem! Post by ggn on 02.01.10 at 22:31:02
The conceptual graphic I drew, which XiA turned into a proper logo for the main menu. It was my intention to list all crews involved, but it'd prolly not fit or it would look crap, so XiA took the liberty of changing the text a bit (also, I was way deep into the code to argue too much at that point so I took his word - after all, he's Excellence in Art, not me ;))
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Title: Re: Screens' Post mortem! Post by ggn on 02.01.10 at 22:48:26
Here's the WIP tunes I got from XiA
http://d-bug.mooo.com/dbugforums/cgi-bin/yabb2/YaBB.pl?action=downloadfile;file=musaks.rar ( 95 KB | Downloads )
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Title: Re: Screens' Post mortem! Post by ggn on 02.01.10 at 23:35:44
And here comes some of the dialogue Per and I had during the production of the screen. Timestamps are GMT+2. I chopped some of the dialogue because it was either off topic, or emowank :). The links left should work, so you you should be able to leech the previews of the individual screens too
Tuesday --- Log opened Tue Nov 24 11:43:46 2009 11:43 -!- Irssi: Starting query in IRCnet with XiA 11:43 <XiA> Were you thinking of any particular style of music, or perhaps even a cover (those are easier to make) 11:44 <ggn> well, yesterday I had a weird thought 11:44 <XiA> Weird is good 8-) 11:44 <ggn> use tchaikovsky's 1812 overture 11:44 <ggn> as a big sample 11:44 <ggn> and flip through the screens synced with the cymbals 11:44 <XiA> That. Is. So. Cool 11:44 <ggn> but I don't think I can fit a 1 min sample in there :) 11:45 <XiA> Might be a LIIIIITTLE tight 8-) 11:45 <ggn> yeah I have like 4 screens leftover from =<10 years and I thought I'd throw them all in there 11:45 <ggn> yeah 11:45 <ggn> well you could use a cymbal sample in mym :) 11:45 <XiA> Exactly my thoughtg 11:46 <ggn> and well, the screens are a bit standard fare 11:46 <ggn> so I thought 1 min of them should be enough :) 11:46 <ggn> I can send you some prgs to check out 11:46 <XiA> However, if we trigger the cymbal sample outside of mym (using the sync command in mym), you could have it ADPCM:ed 8-) 11:46 <ggn> hehe 11:47 <ggn> does mym have a space restriction for samples? 11:47 <XiA> Yup, 32K each, max 8 in all 11:47 <ggn> aha 11:47 <XiA> Not that a cymbal can't be good in 32K, but it feels like a bit of waste I guess 8-) 11:47 <ggn> so, are you feeling up to it? 11:47 <ggn> yeah I get your point 11:47 <XiA> Listening to it now 11:47 <XiA> http://en.wikipedia.org/wiki/1812_Overture 11:47 <ggn> last minute 11:48 <ggn> I mean the song's last minute 11:48 <ggn> and yes, that's the version I was thinking of using 11:48 <XiA> Near the bottom of the page are two samples, I'm listening to the top one 11:49 <XiA> So we're talking about the block starting at 15:35 11:49 <ggn> yep 11:49 <XiA> Ending at 15:47 or so 11:50 <XiA> Just that short bit is no problem to have looping tho 11:50 <ggn> oh sec 11:50 <ggn> need to check the timestamps :) 11:51 <ggn> yep, from 15:35, but goes all the way to the end 11:52 <ggn> I like it that the cymbals are happening irregurrarly 11:52 <ggn> you can do all kinds of weird sync shit with those :) 11:53 <XiA> So true 11:53 <XiA> So we're talking basically a one-minute demo 11:54 <XiA> God DAMN that ending is annoying 8-) 11:55 <XiA> It's almost like that Dudley Moore piano concerto thing, that's like endings stapled on top of each other for 40 seconds 8-) 11:55 <ggn> haha 11:56 <XiA> Checking the organ version, maybe that will give better clues to how to make a YM version 11:56 <XiA> Ah, crap, that's just a short section 11:56 <XiA> Let's see what Spotify has... 11:58 <XiA> Hehe, the Rhapsody In Rock version is pretty cool 8-) 11:59 <XiA> It'd be cool to do this, but I think I'd like to make the ending just a little less annoying if that's ok with you 8-) 12:00 <XiA> The big question is when you need it. Yesterday? 8-) 12:02 <ggn> ooops sorry was away for a bit 12:02 <ggn> as for creative freedom, I'm all up for it :) 12:03 <ggn> when I need it? 12:03 <ggn> hmm 12:03 <ggn> I guess I want so spend a couple days with the syncing 12:03 <ggn> so seeing that the deadline is monday, saturday latest? 12:04 <XiA> That's very generous of you. I'll try to have it done sooner 12:04 <XiA> Thinking about how fast I could have a quick sketch for you, so you could add it to see the "cymbal switching" in action. 12:04 <ggn> hey, I'm the one that's supposed to say that, since you're working and all :) 12:05 <XiA> I'm guessing we should add sync commands on all cymbal hits, so you could just poll those? 12:05 <ggn> let me gather the screens for you 12:05 <ggn> would be great 12:06 <XiA> I'm guessing the music would take 6-7% cpu, depending on if the optimized player gwEm gave Dbug for his demo can also play samples. If not you can just trigger those on the sync code I guess 12:07 <ggn> http://users.hol.gr/~ggn/LEO.PRG 12:07 <ggn> that's one 12:10 <ggn> http://users.hol.gr/~ggn/PARALLAX.PRG 12:10 <XiA> Let's see, how the hell do I make Firefox save these instead of displaying them... 12:11 <XiA> THere we go 12:12 <ggn> sorry for the stupid ISP hosting 12:13 <ggn> http://users.hol.gr/~ggn/FAERY_AP.PRG (use 4mb, as I have a hadrcoded screen address :)) 12:15 <ggn> http://users.hol.gr/~ggn/FAERY_FX.PRG 12:15 <ggn> that's all I got I think 12:16 <ggn> not so good on their own, but I think I can fill about 1 min with some syncing between them :) 12:18 <XiA> For some reason that last one won't download 12:21 <ggn> hm 12:21 <ggn> yes 12:21 <ggn> wrong filename : 12:21 <ggn> :) 12:21 <XiA> *hpew* 12:22 <XiA> *phew*, even 12:22 <ggn> http://users.hol.gr/~ggn/FAERYFX.PRG 12:24 <XiA> This is really cool stuff 12:24 <ggn> thanks 12:24 <XiA> How far away is that blitter mask transition bit from being able to run full framerate? 12:24 <ggn> I didn't get that? 12:25 <XiA> It's not always full framerate, it seems, would it be possible to get it to run full framerate? 12:25 <ggn> hm, which effect isn't full framerate to you? 12:25 <ggn> I coded them all on a ste, never noticed any slowdowns 12:25 <ggn> ah, the transitions you mean 12:25 * ggn stupid 12:26 <ggn> dunno, the transitions are software only 12:26 <ggn> and very cpu intensive 12:26 <XiA> Ah! Then they could prolly be full framerate using the blitter 8-) 12:26 <ggn> I have a blitter version running at 25fps using halftones 12:26 <ggn> but then I don't have that flexibility 12:27 <ggn> because every 16x16 block has the same mask 12:27 <XiA> Yeah, you'd have to rewrite the blitter halftone mask 12:27 <ggn> while with this version every block can have an individual mask 12:27 <ggn> yeah and I don't think that'll be too quick 12:27 <XiA> MAN how much better it would be if the blitter would just use a pointer instead of us having to force data into it 12:27 <ggn> well I don't think I'll include the transitions 12:28 <XiA> Typical Atari solution. 12:28 <ggn> oh well :) 12:28 <XiA> It would be a nice effect to start and end with tho 12:28 <ggn> hmm 12:28 <XiA> Some of the transitions are very pretty 12:28 <ggn> well I can pick a specific fx and optimise it 12:28 <ggn> the routine is very generic 12:28 <XiA> Cool 12:29 <ggn> and btw, I know the gfx are hideous, but the gfx artist I was counting on is awol :) 12:29 <ggn> so I hope that with quick flip through the fx it won't look too bad :P 12:30 <XiA> 8-) 12:30 <ggn> I'll try to make better palettes too --- Log closed Tue Nov 24 12:35:57 2009 --- Log opened Tue Nov 24 12:45:59 2009 12:45 <XiA> Technical question. 12:46 <XiA> The sync flag is a value that I can set on different rows. Thing is, when I set it, it STAYS set, so if you trigger the sample of off it, it will re-trigger quite a bit 8-) 12:47 <XiA> What I normally would do is to trigger the sample if the sync byte is CHANGED, *except* if it's changed to 0, that way I can just set it to 01, then back to 00 the next row, but if you have another suggestion, I'm all ears! --- Log closed Tue Nov 24 12:52:57 2009 --- Log opened Tue Nov 24 13:24:27 2009 13:24 <ggn> sorry, was afk again 13:25 <ggn> well 13:25 <ggn> you can keep the sync state somewhere in the code 13:25 <ggn> and when you detect change, then trigger the sample? 13:25 <XiA> Exactly 13:25 <XiA> It's exposed at I think offset $80 into the .SND file 13:26 <XiA> Lemme look it up. I have a test song for you to play with 13:26 <ggn> thanks, I'll begin putting all the screens together in the afternoon 13:27 <XiA> Nope, offset $b8 it is 13:27 <XiA> Can I DCC you the file? 13:27 <ggn> haven't used that for ages 13:27 <ggn> can't hurt to try 13:27 <XiA> We'll try 8-) 13:27 <ggn> it works with other people [...] 13:27 <XiA> Looks to have worked fine 13:28 <ggn> yeah 13:28 <XiA> Whatever you do don't LISTEN to this, but at least it gives sync bytes (using the 01 for trigger, then 00) [...] 13:28 <ggn> haha, too late :P 13:29 <XiA> What I meant is you should trigger when it changes FROM a 00 to something else, but not when it changes TO a 00 13:29 <ggn> yeh 13:29 <ggn> rising edge as it's called in electronics :) 13:29 <XiA> (two projects in head at once, lol) 13:29 <XiA> ExACTly! 13:30 <XiA> Since it's a whole byte, we could even use it to trigger WHICH screen to jump to, or other things 8-) 13:30 <ggn> yeah that's what I had in mind too :) 13:31 <XiA> Problem is, if you edit the file, and I make changes here, we'll have a revision problem... Maybe that scripting should be left to your code 8-) 13:31 <XiA> Could be an interesting sort of random demo 8-) 13:32 <ggn> well a script list in the code will give me more flexibility 13:32 <ggn> hehe 13:32 <XiA> Exactly [...] --- Log closed Tue Nov 24 13:39:57 2009 --- Log opened Tue Nov 24 20:02:32 2009 20:02 <XiA> An idea strikes me... If you're around? 20:03 <XiA> ...but then yet ANOTHER idea strikes me, meaning I don't necessarily HAVE to discuss it with you, I can do some preliminary testing here without disturbing you 8-) 20:03 <XiA> Go back to what you were doing 8-) --- Log closed Tue Nov 24 20:08:58 2009 --- Log opened Tue Nov 24 20:23:56 2009 20:23 <ggn> yep I'm here 20:24 <ggn> oh ok --- Log closed Tue Nov 24 20:29:58 2009 --- Log opened Tue Nov 24 20:33:25 2009 20:33 <XiA> I was thinking about methods of having different volumes for the cymbal hits, but then I realized I can control the LMC from within mym 8-) [...] 20:38 <XiA> Damn, this orchestral cymbal sounds pretty fucking good in mym, at least in STeem and the EEE's speakers 20:38 <ggn> good enough for me :P [...] 21:02 <XiA> New version of the 1812 coming up, just need you to listen (to the music this time) and see if you think it works. It's kind of hard to translate a full orchestra to 3 channels of square wave + a 26K sample 8-) [...] 21:02 <ggn> hehe 21:03 <ggn> I will in a bit 21:03 <XiA> np, take your time 21:03 <XiA> I'm a little surprised at how NOT annoying the cymbal is, considering it's played quite a lot 8-) 21:04 <ggn> hah 21:04 <ggn> tchaikovsky ftw :( 21:04 <ggn> oops 21:04 <ggn> :) 21:04 <XiA> Amazing guy --- Log closed Tue Nov 24 21:09:59 2009 --- Log opened Tue Nov 24 21:23:56 2009 21:23 <ggn> just heard it :) 21:24 <XiA> Do you think it works? 21:24 <ggn> you mean the sample? 21:24 <XiA> The arrangement, those bars that are in it so far 21:24 <XiA> The whole thing, as short as it is 21:24 <ggn> yep 21:25 <ggn> my only worry is the tempo 21:25 <XiA> You want it faster? 21:25 <ggn> slower maybe 21:25 <ggn> well 21:25 <ggn> I don't have to change parts with each cybmal hit 21:25 <XiA> Personally, I'm leaning towards faster 8-) But let's not make that decision until you've seen it switching screen, maybe it will be epileptic enough 8-) 21:26 <ggn> yeah 21:26 <XiA> It's FAIRLY easy to change the tempo later, even if we do a "dithered" tempo 21:27 <ggn> also, a slow 10 secs intro without any cymbals, just to print some text or someting would be nice 21:27 <XiA> Yeah, I was thinking about that earlier too, shouldn't be a big problem! 21:27 <ggn> for showing maybe a fade effect 21:29 <XiA> Yeah, that's a good idea --- Log closed Tue Nov 24 21:34:59 2009 --- Log opened Tue Nov 24 21:36:19 2009 21:36 <ggn> just killing the mallocs so I can try it on the scroller :) 21:38 <XiA> How many sprites in total are there in that screen? 21:38 <XiA> Are they sprites all the time, or do they go into some buffer when they end up in the scroller? 21:39 <ggn> yep, once it reaches the scroller, it's just a part of it 21:39 <ggn> so it's the full character set 21:39 <XiA> Very original, very clever. 21:39 <ggn> plus 32 sprites flying to the top right 21:39 <XiA> blitter sprites? 21:40 <ggn> yep 21:40 <ggn> of course i should have gone with software sprites 21:40 <ggn> but I only knew blitter back then 21:40 <XiA> Why's that? Don't you gain speed with the blitter? 21:41 <ggn> well, the original screen idea was to have h-disting of the whole screen 21:41 <XiA> *yay* 8-) 21:42 <ggn> still got the code for that 21:42 <ggn> but I don't think there's time to change the screen now [...] --- Log closed Tue Nov 24 22:04:59 2009 --- Log opened Tue Nov 24 22:17:24 2009 22:17 <ggn> neat, the tune plays flawlessly with the scroller part 22:18 <XiA> That's nice! It uses about 6% CPU, according to gwEm's SNDH_CPU tool 22:22 <XiA> In my experience, it shouldn't ever go past 7%, since it doesn't use timers, and maybe with the optimized player it will be a little faster, but not all that much --- Log closed Tue Nov 24 22:27:59 2009 --- Log opened Tue Nov 24 22:32:44 2009 22:32 <ggn> woohoo it works with the parallax thinghy screen :) --- Log closed Tue Nov 24 22:37:59 2009 --- Log opened Tue Nov 24 23:31:39 2009 23:31 <XiA> One WIN after another 8-) --- Log closed Tue Nov 24 23:36:59 2009 Wednesday --- Log opened Wed Nov 25 10:14:41 2009 10:14 -!- XiA [~me@c83-254-144-228.bredband.comhem.se] has quit [""] --- Log closed Wed Nov 25 10:20:02 2009 --- Log opened Wed Nov 25 21:46:32 2009 [...] 21:47 -!- Irssi: Starting query in IRCnet with XiA 21:47 <XiA> New version, now with intro and some more dynamics in the cymbals. Hopefully you'll have a complete version tomorrow. 21:47 <XiA> (DCC:ed) --- Log closed Wed Nov 25 21:53:04 2009 --- Log opened Wed Nov 25 23:12:29 2009 23:12 <ggn> *got* 23:14 <ggn> didn't work at all on the screen today... been busy/lazy :/ --- Log closed Wed Nov 25 23:20:05 2009 --- Log opened Wed Nov 25 23:37:31 2009 23:37 <ggn> the start now reminds like a band tuning their instruments - I like :) 23:38 <XiA> It's actually the wikipedia version, starting at around 15:20 or so 8-) 23:38 <ggn> oh ok :) 23:38 <ggn> does the original version hit the cymbals so often? 23:39 <XiA> Hell yeah 8-) 23:39 <ggn> I'm getting used to the fast pace 23:39 <ggn> I'll use the tangram letters a lot 23:40 <ggn> it's a fast effect after all 23:41 <ggn> how do you feel about the concept? you think it'll work? 23:42 <ggn> I can also change the zoom factor of the letters, should look better 23:42 <ggn> oh well, pardon my ramblings 23:43 <XiA> I think this will be really crazy and fun 8-) 23:43 <XiA> (installing new laptop for wife, semi-here, semi-there 8-) ) 23:43 <ggn> np :) 23:44 <ggn> <more moan>why the FUCK do I get all the good ideas just some days of hours before the deadline? why? WHY??? 23:44 <ggn> </more moan> 23:45 <XiA> 8-) Poor you 23:45 <XiA> Just be lucky you HAVE ideas 8-) 23:46 <ggn> yup, but I always miss the parties because I have to code them last minute :) 23:47 <XiA> 8-) You need a slave coder that can do the ground work for you, so you can just sit there and think up ideas 8-) [...] --- Log closed Thu Nov 26 00:11:05 2009 Thursday --- Log opened Thu Nov 26 00:54:43 2009 00:54 -!- XiA [~me@c83-254-144-228.bredband.comhem.se] has quit [Ping timeout] --- Log closed Thu Nov 26 01:00:05 2009 --- Log opened Thu Nov 26 23:13:05 2009 [...] 23:13 -!- Irssi: Starting query in IRCnet with XiA 23:13 <XiA> The tune is 52 seconds now, but we could easily make it a bit longer by simply doubling the first section if you feel you need it 23:14 <ggn> just heard it 23:14 <ggn> it's supercool :) 23:15 <XiA> Yeah, it's pretty fucking crazy 8-) 23:15 <ggn> well, that's my point of view when coding 23:15 <ggn> use old ideas, with a slightly different way 23:15 <XiA> Weirdest thing I've done on the ST, and with those effects, this demo could be really wicked 8-) 23:15 <ggn> glad I have your vote of confidence :) 23:16 <ggn> tomorrow I'll spend all day on it 23:16 <ggn> no rasters, no fullscreen, just hard sync 23:16 <XiA> I thought the prg's you sent me were great, and combined with the constant screen switching, those that don't die from epileptic attacks will feel like they've been run over by a truck 8-) 23:16 <ggn> STE IN YOUR FACE :) 23:16 <XiA> Exactly 8-) [...] 23:28 <XiA> Now for the scary part, testing the song for CPU usage... Let me know if you need the optimized player, it could save you some RAM 23:30 <ggn> hehe 23:30 <XiA> Ok, it maxes out at 7% with the standard player, I hope that's not a problem for your code 23:30 <ggn> don't think it is 23:31 <ggn> does it consume more than the previous versions? 23:31 <XiA> The previous never spiked at 7% if I remember correctly, but a difference of 1% in SNDH_CPU isn't super reliable, it might be just a few cycles 23:32 <ggn> ok, we should be fine then 23:32 <ggn> will tell you tomorrow ;) 23:32 <XiA> Let's hope it works, if it doesn't well try the optimized player he gave Dbug for his demo 23:32 <ggn> okey 23:33 <XiA> Cool, looking forward to seeing the demo when it's done 8-) [...] 23:39 <ggn> back in a bit --- Log closed Thu Nov 26 23:45:11 2009 Friday --- Log opened Fri Nov 27 11:42:11 2009 11:42 <XiA> If you need any other help to finish the screen in time, please let me know, I'm available all day, as it seems. Maybe a start screen? Logo? 11:43 <ggn> I already asked ukko to draw a start screen 11:43 <XiA> Ah, great! 11:43 <ggn> as for logo, I dunno yet - if you have any ideas, you're free to draw one :) 11:43 <XiA> What's the name of the production? 11:44 <ggn> umm 11:44 <ggn> I thought I was going to call it "the drawer" 11:44 <ggn> how's that sound? 11:44 <ggn> or "the vault" 11:44 <XiA> As in the furniture? 11:44 <ggn> something that shows that this is old code I'm getting rid of :) 11:45 <XiA> "20 years of code in under a minute of demo" 11:45 <ggn> yeah, that sounds nice too :) 11:45 <XiA> "20 years condensed into a minute" 8-) 11:45 <XiA> "20 years of work, and all I could make was a one-minute demo" 8-) 11:46 <XiA> "Two decades - One minute" 11:46 <XiA> Getting shorter 8-) 11:46 <ggn> abstraction :) 11:46 <XiA> Yup 11:46 <ggn> 20 years - 60 secs 11:47 <XiA> Better make sure it's EXACTLY 60 seconds long then 8-) 11:47 <XiA> Maybe that's too silly? 11:47 <XiA> It's your demo, it's your choice 8-) 11:48 <ggn> how long is your tune? 11:48 <XiA> Around 52 seconds 11:48 <ggn> can pad 8 seconds with an end screen then 11:49 <ggn> I think I counted 54 here 11:49 <ggn> can you remind me again where's the sync byte at? 11:53 <XiA> @b8 11:53 <XiA> $b8 11:53 <ggn> thanks 11:54 <XiA> I could pad the music out to exactly 60 secs to if you wnat 11:54 <XiA> want* 11:59 <ggn> yeah it would be nice --- Log closed Fri Nov 27 12:05:14 2009 --- Log opened Fri Nov 27 12:06:38 2009 12:06 <ggn> woohoo, I merged the scroller with the rest of the parts in a single source :) 12:06 <ggn> I only need to make that re-entrant now 12:06 <ggn> (the main loop) 12:07 <ggn> (already fixed the bit where it assumed the screen to be at multiples of $10000) 12:07 <XiA> *yay* 12:07 <ggn> music works ok with that too 12:08 <ggn> anyway, I must take a break now - mum wants to go shopping 12:08 <ggn> but I'm REALLY pumped up now :) 12:08 <ggn> my hands tremble from excitement :) 12:09 <ggn> at least it's not going to be a boring screen 12:10 <ggn> and btw if you want to write some words on the scrolltext, feel free to 12:10 <ggn> dunno how much I can show there though ;) 12:10 <XiA> Cool, thanks 12:10 <ggn> anyway, back in an hour or so 12:10 <XiA> Later --- Log closed Fri Nov 27 12:16:14 2009 --- Log opened Fri Nov 27 12:48:25 2009 [...] 12:48 <XiA> New version, pretty exactly 1:02 long, hope that's ok. To my ears, this longer version is better, makes more sense. 12:52 <XiA> Adjusted the volume levels between the DMA and YM sound too, had forgotten to do that before --- Log closed Fri Nov 27 12:58:14 2009 --- Log opened Fri Nov 27 13:16:18 2009 13:16 <ggn> will check now, thanks :) 13:19 <ggn> it's excellent 13:20 <ggn> and I don't think anyone will count it with a stopwatch :P 13:20 <XiA> Nah 8-) --- Log closed Fri Nov 27 13:26:14 2009 --- Log opened Fri Nov 27 16:13:20 2009 16:13 <ggn> man, if the silents hadn't used that name already, I'd name it "hardwired demo" ;) 16:13 <XiA> 8-) --- Log closed Fri Nov 27 16:19:15 2009 --- Log opened Fri Nov 27 16:44:20 2009 16:44 <ggn> okay, *finally* managed to make the scroller re-entrant *phew* 16:44 <ggn> small break to cool my mind now :) --- Log closed Fri Nov 27 16:50:15 2009 [...] --- Log opened Fri Nov 27 19:24:26 2009 19:24 <ggn> don't worry about titles, I still have lots of stuff I either haven't coded or in the drawer :) 19:24 <XiA> 8-) --- Log closed Fri Nov 27 19:30:16 2009 --- Log opened Fri Nov 27 21:43:38 2009 21:43 <XiA> How's it going? Don't hesitate to send over a preview, if it's not too much extra work, I'm really curious 8-) 21:43 <ggn> well it's all coming together slowly 21:44 <ggn> can't send you anything concrete atm 21:44 <XiA> That's ok. --- Log closed Fri Nov 27 21:50:16 2009 --- Log opened Fri Nov 27 21:59:58 2009 21:59 <ggn> ah, a film on tv played the overture :) 22:03 <XiA> LOL! 22:03 <XiA> I have it on my mind too. I especially like the middle bit, between the "theme bit" that everyone knows and the end, very cleverly written. I'm a little worried I might have a note or two wrong in that passage, but it sounds ok to me anyway 22:04 <ggn> well, only classic music buffs will notice 22:04 <ggn> and who gives a crap about them? :) 22:04 <XiA> Exactly, fuck 'em 8-) --- Log closed Fri Nov 27 22:10:16 2009 --- Log opened Fri Nov 27 23:18:52 2009 23:18 <ggn> phew 23:19 <ggn> I'm startin to get the hand of my own code :P 23:20 <XiA> 8-) Busy day, huh? 23:20 <ggn> yeah :) 23:20 <ggn> I wrote this code back in 99 and 2001-02 23:21 <XiA> Hehe, that's like ten years 8-) 23:21 <ggn> yup 23:21 <XiA> Have you been coding 68K continually since then, or have you had down periods too? --- Log closed Fri Nov 27 23:27:17 2009 Saturday --- Log opened Sat Nov 28 13:17:46 2009 13:17 <ggn> btw, I turned on the web server from opera, so you can have a peek in the source folder if you like [...] 13:18 <XiA> Haha, clever!! 13:18 <XiA> I can even DOWNLOAD files, that's pretty damn nice! 13:18 <XiA> I could make a remix of the demo 8-) 13:19 <ggn> yup :) 13:19 <ggn> I counted 57 sync points 13:19 <XiA> Yeah, that sounds about right. 13:20 <ggn> just coded the positive edge detect thingy 13:20 <ggn> ukko gave me a preview of his pic btw 13:20 <ggn> pic8.png 13:20 <XiA> "positive edge detect"? Are you making cel shading? 8-) 13:21 <XiA> Holy shit, that's one good looking picture! 13:21 <ggn> I assure you I know squat about 3d 13:21 <ggn> so I must be either talking electronics or the gwem driver :D [...] 13:21 <XiA> Ah, right, the sync byte trigger 8-) [...] 13:28 <XiA> It's unfair for us musicians, it's often not many hours work to throw together a song, but for a graphics artist, no matter how good and fast you are, you can rarely make anything god in less than a couple of hours 13:28 <XiA> I mean musicians have it easy 8-) 13:29 <ggn> hehe 13:30 <ggn> coders have it easy too 13:30 <ggn> hide bugs behind other stuff :) 13:30 <ggn> with a 50fps framerate, who can observe every little detail on screen? :) 13:31 <XiA> Well, sometimes it goes that way, other times you end up spending 15 hours on something that's on the screen for less than a second 8-) 13:31 <ggn> like in my case :) 13:31 <ggn> well, 60 seconds 13:31 <XiA> Especially in this demo --- Log closed Sat Nov 28 13:37:20 2009 --- Log opened Sat Nov 28 13:42:24 2009 13:42 <XiA> Is everything going to plan? 13:43 <ggn> well I'm just testing that I can call every part at every given change 13:43 <ggn> after that it's just timing & resources 13:44 <XiA> Cool! *pats back* 13:44 <XiA> Lemme know if there's anything else I can help out with 13:44 <ggn> okay 13:48 <ggn> hmm 13:48 <ggn> the parallax part has to know beforehand how many vbls it's going to run 13:48 <ggn> have to make a delta table then 13:49 <XiA> There have been a couple of times when I wish had knew the data format for maxYMiser files, so I could do stuff like that in preprocessing 13:49 <ggn> yeah it would be handy 13:49 <ggn> maybe gwem can release the pattern format 13:50 <ggn> anyway, since my current main loop code is vbl-count based, a table is the easiest way out 13:51 <XiA> I've been asking him about exposing inner data, so we could do stuff like loop a songposition over and over until for example a disk loading sequence is over 13:52 <ggn> well, do you have the source for the optimised player? 13:52 <ggn> or just a binary file? 13:52 <XiA> Sorry, just a binary 13:53 <ggn> ah ok [...] --- Log closed Sat Nov 28 13:59:21 2009 --- Log opened Sat Nov 28 14:07:08 2009 14:07 <ggn> well it's that time in the development process again... 14:07 <ggn> this doesn't look good... 14:07 <ggn> it's going to suck... 14:07 <ggn> is there any point continuing this?.... 14:07 <XiA> 8-) Of course there is 14:07 <XiA> I think it's going to be fun 14:08 <ggn> fortunately I know that feeling now and I can say to it "shut the hell up" :) 14:08 <XiA> I giggle just thinking about it 8-) 14:08 <ggn> hehe 14:08 <ggn> okay, the pic fader is going to run at double speed 14:08 <XiA> This is an even fresher idea than Dbug's IRC screen, I can't recall having seen anything like this before 14:08 <ggn> as it's not going to do cross-fading 14:09 <ggn> I think I've seen an irc screen before 14:09 <ggn> but that's no problem it's original 14:09 <XiA> On the ST? 14:09 <ggn> yeah, I *think* so at least --- Log closed Sat Nov 28 14:15:21 2009 --- Log opened Sat Nov 28 14:24:52 2009 14:24 <ggn> I can't decide which appear fx to put 14:24 <ggn> so I'll include them all 14:25 <ggn> I got some space left! 14:25 <XiA> *yay* 14:25 <ggn> right now the prg is 150k unpacked 14:25 <ggn> including debugging symbols :) 14:25 <XiA> UNpacked?!?!?!? 14:25 <XiA> But the music alone is like 70K? 14:26 <ggn> yep it is 14:26 <XiA> What you need is a .MOD mate 8-) 14:26 <ggn> haha 14:26 <XiA> What does it end up with UPX then? 14:26 <ggn> let's see 14:26 <ggn> 52k 14:26 <XiA> LOL 14:27 <ggn> but that's not including ukko's pic then 14:27 <XiA> Could prolly shave 5-10K off it by using the non-editor version of the song 14:27 <XiA> How's it going to end? Might aswell include a "the end" picture too 14:28 <ggn> I was thikning 14:28 <ggn> put our names in the end 14:28 <ggn> flash them with hits 14:28 <XiA> Good idea 14:28 <ggn> and put an atari ste logo there 14:29 <ggn> like the end of fr-08 14:29 <ggn> only crappier :) 14:29 <XiA> Nono, more "old-school" 8-) 14:29 <XiA> That's what we call it when we do stuff badly 8-) 14:29 <ggn> what's more old school than flashing some pics :) 14:30 <XiA> That's all I ever do in my demos, people call it new-school anyway 8-) 14:30 <ggn> oh shit :P 14:30 <ggn> I can flash the floppy led drive :P 14:30 <ggn> now THAT's oldschool :) 14:30 <XiA> Good idea! [...] 14:31 <ggn> so can you rip/draw an atari fuji logo with "atari ste" below it? 14:31 <ggn> absolutely not 14:32 <XiA> I have Atari's current, modernized logo as a vector file here, but it doesn't say "STE". But I could just draw in STE using some other font, making it a little more artsy. Do you need it in 3bpl? 14:32 <ggn> whatever meets your fancy 14:32 <ggn> hell, you can even throw in random noise at it 14:32 <ggn> so it won't compress at all 14:32 <ggn> and we're still prolly ok for space :) 14:33 <XiA> 4bpl would look better, so if you're not going to add anything on top... 14:33 <ggn> hmm 14:33 <ggn> how about that 14:33 <ggn> *ding* 14:33 <XiA> 8-) *awaits brilliant idea* 14:33 <ggn> ok, here's my idea 14:33 <ggn> let's say you draw it in 8 cols 14:34 <ggn> and you have another 7 to spare 14:34 <ggn> well, lets say 7+7 spare 14:34 <ggn> you use the other 7 cols to mirror the palette of the first 7 14:34 <XiA> I always make everything in 24-bit, then convert it down to whatever's needed 8-) 14:34 <XiA> Yup 14:35 <ggn> then you use a spray to paint over the other 7 cols 14:35 <ggn> so if we change the palette it'll look like random noise 14:35 <ggn> but if you set all cols to the same values it'll look like a solid image 14:35 <ggn> is any of this making sense? :) 14:35 <XiA> Will that really work? 14:35 <ggn> dunno :) 14:36 <ggn> let me do a quick test in crackart 14:36 <XiA> So 3bpl pic with 1bpl noise, basically? 14:36 <ggn> yeah 14:36 <ggn> kinda sounds lame eh? 14:36 <XiA> That would work, yeah 14:36 <ggn> oh 14:36 <XiA> If you flash it fast enough it'll look good, I think 14:37 <ggn> my idea is start showing the pic from white, and gradually mess the palette so you introduce the noise 14:37 <XiA> Yup 14:37 <ggn> so in the end the whole pic will become a big noisy mess 14:38 <XiA> In a way I bet it'd be more effective to just have a 4bpl-pic and plot shitloads of random pixels on top of it 14:38 <ggn> maybe 14:39 <ggn> something like that popped into my mind 14:39 <XiA> I don't think it'll look good to slowly fade to a 1bpl noise pic, but if we had like 4 or 5 1bpl noise pics... That could work 14:39 <ggn> just haven't figured out the best way to implement it yet :) 14:39 <XiA> Generating those at run time is no biggie 14:39 <ggn> yeah,just use the prg code :) 14:40 <XiA> Ok, so I'll just make a 3bpl logo then. Thank god for something else to do than fucking CSS troubles 8-) 14:41 <ggn> hehe --- Log closed Sat Nov 28 14:46:21 2009 --- Log opened Sat Nov 28 15:09:56 2009 15:09 <ggn> ukko's pic in - 64356 bytes compressed 15:10 <XiA> Err... that's bigger than even an uncompressed Spectrum512? 15:10 <XiA> Oh, you mean the entire .PRG 8-9 15:10 <XiA> 8-) --- Log closed Sat Nov 28 15:16:21 2009 --- Log opened Sat Nov 28 15:35:46 2009 15:35 <XiA> Would you prefer the STE logo on dark or light background, considering the rest of the demo? 15:37 <ggn> well let's make it whit 15:37 <ggn> break the monotony 15:38 <XiA> Okidokes! --- Log closed Sat Nov 28 15:43:21 2009 --- Log opened Sat Nov 28 16:16:58 2009 16:16 <ggn> hahaha 16:17 <ggn> wanna get a very buggy version for some cheap laughs? :) 16:17 <XiA> Hell yeah 8-) 16:18 <XiA> I suspect the noise effect we were discussing for the STE logo might look better if the 3bpl-pic has noise over it too, don't you think? 16:19 <ggn> yes 16:19 <ggn> not sure how to implement that 16:19 <ggn> again with the 4th plane? 16:19 <ggn> and palette stuff? [...] 16:20 <ggn> this is cool - I'm never going to upload another file to ftp for sharing :) 16:21 <XiA> I think I have a pretty clear idea on how to code it 16:23 <XiA> Hehe, some of the time that bugged out version actually looks pretty good 8-) 16:24 <ggn> yeah hehe 16:24 <ggn> I should keep that so we can release a remixed screen :) 16:24 <XiA> 8-) 16:26 <XiA> The more 1bpl noise screens you can create and use, the better... It would be a nice feature to create more such screens if the demo is run on a machine with more RAM 8-) 16:27 <XiA> More than 100 prolly won't make a difference tho 16:27 <XiA> (hehehe) 16:27 <ggn> :) 16:27 <XiA> Wonder how long it'll take to calculate a single one tho... 16:28 <XiA> I'm thinking you'll prolly want to plot at least 20000 pixels 8-( 16:28 <XiA> Well, maybe 15000 is enough, but prolly not much less 16:28 <XiA> (just guesstimating) 16:29 <ggn> well, plenty of stuff to do till that 16:29 <ggn> let's worry one thing at a time 16:29 <XiA> 8-) 16:30 <XiA> Sorry, just caught up in that part since I'm photoshopping the 3bpl pic now 8-) 16:30 <ggn> that's ok 16:31 <XiA> Damn, just a SINGLE percent change in the opacity of the noise layer makes a HUUUGE difference when I convert it to the STE palette 8-( This is a little tricky 8-) --- Log closed Sat Nov 28 16:37:21 2009 --- Log opened Sat Nov 28 16:40:06 2009 [...] 16:40 <XiA> 3bpl logo 16:41 <ggn> ok 16:42 <XiA> It's not very imaginative, but I think it could look really cool with the flashing noise 16:43 <XiA> If you want, I could prepare a couple of palettes for it 16:43 <ggn> well if you don't have anything better to do :) 16:44 <XiA> I have lots of better things to do, but they're all boring, and I'd like to see this demo finished 8-) 16:44 <ggn> lol 16:46 <ggn> neat! 16:46 <ggn> that uses 7 cols? 16:49 <XiA> Yup 16:49 <XiA> Or, well, background + 7, so first 3 bpls 16:49 <ggn> coolio --- Log closed Sat Nov 28 16:55:21 2009 --- Log opened Sat Nov 28 16:56:28 2009 [...] 16:56 <ggn> sync is random :) [...] 17:00 <XiA> Is it supposed to change between different effects? It seems to just be the scroller, then something goes wrong with line offsets or something like that 8-) 17:00 <XiA> Sent you some palettes, I think you choosing randomly among them should be fine, if I'm thinking correctly about it 17:03 <ggn> will give it a go when I can 17:04 <ggn> oh? 17:04 <ggn> here it shows the pic, then the scroller 17:05 <XiA> Yeah, pic, then scroller 17:05 <XiA> then tilt 8-) 17:05 <ggn> ah 17:05 <ggn> haven't gone that far yet :) 17:06 <XiA> In that case it's all cool 8 17:06 <XiA> 8-) --- Log closed Sat Nov 28 17:11:21 2009 --- Log opened Sat Nov 28 17:41:08 2009 17:41 <ggn> FUCK YEAH! 17:41 <XiA> 8-) 17:41 <XiA> Progress? 17:41 <ggn> changed from the scroller to the parallax screen 17:41 <ggn> only hscroll/linewid needs to be reset it seems 17:43 <XiA> Those are always messing stuff up 8-) 17:43 <ggn> yeah [...] 17:43 <XiA> For a while during the first month of TalkTalk2 I thought I was fucking up bitplanes or something when I exited, and then I realized it was the hscroll not being restored 8-) 17:44 <ggn> it's funny how the fade in of the scroller background coincides with the first cymbal :) 17:44 <ggn> heh 17:44 <XiA> It's a coincidence? 17:44 <ggn> yes! 17:44 <XiA> LOL! 17:44 <XiA> I *love* it when stuff like that happens! 17:44 <ggn> also, bugaboo restores hscroll/linewid properly 17:44 <ggn> oh, you won't believe how lucky I am in syncing :) 17:44 <XiA> Ah, nice of it! I thought it was older than the STE 17:45 <ggn> well it was developed on a tt 17:45 <XiA> Ah, right, the TT came before the STE... How much longer before? 17:45 <ggn> don't have exact dates atm 17:45 <ggn> I think tt came out in 90 17:46 <ggn> btw, turboass still assembles a 6671 line source with a few incbins in under 2 secs 17:47 <XiA> Holy shit. It assembles in the background during editing, right? 17:47 <ggn> anyway, going to celebrate this with an afternoon snack (left over pasta, mmmmm) 17:47 <ggn> yes 17:47 <ggn> each time you change a line it assembles it 17:47 <ggn> anyway, be back in 10' 17:47 <XiA> Have a nice snack 8-) 17:48 <XiA> It seems the TT was actually released AFTER the STE, according to wikipedia. Still, developers might have had access to TT's before the STE anyway, who knows --- Log closed Sat Nov 28 17:54:22 2009 --- Log opened Sat Nov 28 18:04:39 2009 18:04 <ggn> tts were huge in germany [...] 18:28 <ggn> new pic version by ukko --- Log closed Sat Nov 28 18:34:22 2009 --- Log opened Sat Nov 28 19:40:29 2009 19:40 <ggn> ok per, can I abuse your artistic talent once more? 19:41 <XiA> Sure, what do you need? 19:41 <ggn> well I had a thought about the logo for the main menu 19:42 <ggn> a stopwatch 19:42 <ggn> you know, counting to 60 secs 19:43 <XiA> So an animation? 19:43 <ggn> you think you could squeeze that in 256x38 19:43 <ggn> no 19:43 <ggn> the hand can be at a random radius 19:44 <XiA> There's a main menu, btw? Do I have to take a specific palette into account? 19:44 <ggn> yeah 19:44 <ggn> http://forum.dbug-automation.co.uk/cgi-bin/yabb2/YaBB.pl?num=1237842015 19:44 <ggn> and if you scroll to the bottom, he messed up one colour 19:46 <XiA> ah, right, for the main menu of the megademo 19:46 <XiA> Sorry, a little tired here 8-) 19:46 <XiA> Ok, so there are only three colors in the palette I *can't* change, all the others are "free to use"? 19:47 <ggn> yeah 19:47 <ggn> and, well, you don't have to :) 19:47 <XiA> When do you need it? Would it be ok if you get it tomorrow? 19:48 <ggn> no probs really 19:48 <ggn> it's for paradox' main menu 19:48 <XiA> Ok, cool, and you have no other thoughts than that it should contain a stopwatch? Any other info? Like group name, production name etc? 19:49 <ggn> well 19:49 <ggn> you could add 60" 19:49 <ggn> then 19:49 <XiA> 60 inches? 8-) 19:49 <XiA> My wife would be so happy. 8-) 19:49 <ggn> YES \o/ 19:50 <ggn> then we could add our group's names 19:50 <ggn> KUA/XIA/LIVE! 19:50 <XiA> Need to spend time with her tonight, please mail me all info about it: [...] 19:50 <ggn> (U with an umlaut) 19:50 <ggn> ok mate 19:50 <ggn> have fun :) 19:50 <ggn> sorry to have hogged your free day :) --- Log closed Sat Nov 28 19:56:22 2009 --- Log opened Sat Nov 28 23:04:31 2009 23:04 <ggn> [...] <- my gfx skills suck! 23:05 <XiA> Fucking nice image of a stopwatch tho 23:05 <XiA> I'll use it, if that's ok with you 8-) 23:06 <ggn> well, it's one of the first hit in google images 23:06 <ggn> so I don't really mind :) 23:06 <XiA> 8-) 23:06 <ggn> anyway, this can wait a bit 23:07 <ggn> I still don't know if any other artists will contribute a pic :) 23:07 <XiA> I'll start making one anyway (if we're still talking about the menu pic) 23:07 <ggn> yeah, that's the idea 23:08 <ggn> oh btw, the ? character is a U with umlaut 23:08 <XiA> Gotcha 23:08 <XiA> BTW, I can't make sense of that stuff in the thread about the palette 23:08 <ggn> hm 23:09 <ggn> let me read that 23:09 <XiA> Color 4 (the fifth color) should be AE0? 23:09 <XiA> Color 0 is 000, color 15 is FFF 23:09 <XiA> Is that how you understand it too? 23:09 <ggn> and btw, why are you not spending time with your wife? ;) 23:10 <XiA> She's 5 inches away from me, playing Farmville on her new wicked laptop 8-) 23:10 <ggn> hehe 23:10 <ggn> let's see 23:10 <ggn> col0=000 23:10 <ggn> col4=ae0 23:10 <ggn> col15=fff 23:10 <ggn> rest are user definable 23:11 <XiA> Good, then we'll just make them change it if that's not correct 8-) 23:11 <ggn> yeah 23:11 <ggn> remap in dpaint :) 23:12 <XiA> Yeah, no biggie 23:13 <XiA> I still have a problem with 60" - To my eyes, that's 60 inches, not 60 seconds 23:14 <ggn> hmm 23:14 <ggn> well 23:14 <ggn> any other way to symbolise it? 23:14 <XiA> Hehe, "from 0 to 20 in 60 seconds" 8-) 23:14 <ggn> maybe a mark on the watch at 60 secs? 23:15 <ggn> that could work too 23:15 <XiA> It's at 60 seconds, actually, but it's also at 0 8-) 23:15 <ggn> yes, that's ambiguous 23:16 <XiA> I'm thinking of making KάA bigger than Excellence In Art and Live!, after all, it's your production 23:16 <XiA> That makes sense, doesn't it? 23:16 <ggn> well, I'm shy :) 23:16 <XiA> I'll give it a go with "From 0 to 20 in 60 seconds", we can always change it later 23:16 <XiA> Or maybe "0-20: 60 seconds" 23:17 <ggn> sure 23:17 <ggn> whatever fits 23:17 <XiA> 8-) --- Log closed Sat Nov 28 23:22:23 2009 --- Log opened Sat Nov 28 23:36:40 2009 23:36 <XiA> Time to hit the sack here, DCC:ing you a file first [...] 23:36 <XiA> See you tomorrow! Sleep well! 23:37 <ggn> you too :) 23:38 <ggn> fuck, that's awesome! --- Log closed Sat Nov 28 23:43:23 2009 Sunday --- Log opened Sun Nov 29 10:15:51 2009 10:15 <XiA> Do you think the menu pic will work? 10:16 <XiA> (if you've seen it yet?) 10:17 <ggn> yep, definitely :) 10:18 <XiA> Ah, good 10:20 <ggn> btw havoc gave me a pic too 10:21 <XiA> Cool! 10:21 <ggn> so there's lineout in the group names now :) 10:21 <XiA> Damn 8-) 10:21 <XiA> Maybe the menu pic should just say "KάA feat. #atariscne" 8-) [...] 10:22 <ggn> hehe 10:22 <ggn> I'll fade it in/out real quick when the screen starts 10:23 <XiA> LOL, that's beautiful 10:26 <ggn> if I had some more time spare, I'd put it up while the main program was depacked 10:26 <XiA> I think there's a point in having it up just a few frames 10:27 <ggn> yeah, right at the start 10:27 <ggn> even before the music starts 10:27 <ggn> sadly I don't precalculate anything :P [...] 10:27 <XiA> That would be a good place, yeah 10:28 <ggn> :) 10:29 <XiA> I'll just make a .NEO of it too then? 10:29 <ggn> yup [...] --- Log closed Sun Nov 29 11:00:26 2009 --- Log opened Sun Nov 29 11:08:15 2009 11:08 <ggn> bahahahaha 11:08 <ggn> ; 11:08 <ggn> ; Here's the main loop of the Tangram effect 11:08 <ggn> ; Some things to be set up on entry: 11:08 <ggn> ; 11:08 <ggn> ; messagepointer.l should contain the message to be displayed (look at the 11:08 <ggn> ; example for more info) 11:08 <ggn> ; tangramstep.w should be -1 the first time you call the routine! 11:08 <ggn> ; 11:08 <ggn> ; Init these values, then call this routine every vbl (or whenever you like, 11:08 <ggn> ; I don't care :). Oh! Every letter takes 32 VBLs to show 11:08 <ggn> ; 11:08 <ggn> then I checked at the timings of the cymbals 11:08 <ggn> DC.L 819,32,32,32,32,32,32,32,32,32 11:08 <ggn> DC.L 32,32,32,32,32,32,32,32,32,32 11:08 <ggn> DC.L 32,32,32,32,32,32,32,32,32,32 11:08 <ggn> DC.L 32,32,16,128,128,128,128,132,50,16 11:08 <ggn> DC.L 17,16,17,16,30,30,30,30,120,30 11:08 <ggn> DC.L 15,15,30,15,15,30,31,90,0,0 --- Log closed Sun Nov 29 11:14:26 2009 --- Log opened Sun Nov 29 11:31:55 2009 11:31 <XiA> Nice 8-) --- Log closed Sun Nov 29 11:37:26 2009 --- Log opened Sun Nov 29 11:43:05 2009 11:43 <ggn> 84k with havoc's pic in 11:43 <XiA> I see only one solution. Two copies of the file. 11:43 <ggn> I wish I could put a 60 secs sample in there :) 11:44 <ggn> maybe if I reduced tchaikovsky's original sample to 6.25khz/8 bits :) 11:44 <XiA> Maybe we should do a 4MB version later 8-) 11:44 <ggn> don't tempt me :P 11:45 <XiA> Are you implying there maybe better things to do? 8-) [...] 11:58 <XiA> Anyway, how's the demo progressing? [...] 11:58 <ggn> well, just wrote the code for the kabouter pic fade in/out 11:58 <XiA> (big difference) 11:58 <ggn> and I'm going for lunch 11:59 <ggn> and after lunch I'll start syncing stuff, assuming it all works 11:59 <ggn> (which I think it does) 11:59 <XiA> Can't wait to see it 8-) 11:59 <ggn> back in a bit :) 11:59 <XiA> As always, let me know if I can do anything to help, except bug you about how it's going and tell you how eager I am to see it 8-) 12:00 <XiA> Have a nice lunch, I'll prolly be out an hour or two to get me something to eat and run some errands. If you need me, e-mail to [...] - that's the e-mail to my cellphone --- Log closed Sun Nov 29 12:06:26 2009 --- Log opened Sun Nov 29 13:01:51 2009 [...] 13:01 <ggn> noisy :) 13:04 <XiA> I think the noise looks ok! 13:05 <ggn> like I said 13:05 <XiA> It would look better with gaussian distributed noise... I could make a couple of noise screens, if you feel like wasting the diskspace 8-) 13:05 <ggn> I copy a code segment on that plane :) 13:05 <ggn> sure 13:05 <ggn> make a 16-col one 13:05 <ggn> and I'll copy bitplanes from it at random 13:06 <XiA> Would it be ok if I make 5-6 .NEO pictures using only color 0 and 1, I'm not sure how to combine it in a good way... 13:07 <XiA> Whatever's fastest for you, I want to waste as little of your time as possible 13:07 <ggn> sure, go ahead 13:08 <ggn> I'll extract the bitplanes 13:08 <XiA> Ok, back in a bit with some .NEO's [...] 13:20 <ggn> I did an STE pattern last night for the parallax bit 13:20 <ggn> no other idea what to put there :) 13:20 <XiA> 8-) --- Log closed Sun Nov 29 13:26:26 2009 --- Log opened Sun Nov 29 13:32:36 2009 [...] 13:32 <XiA> A dozen noise images 8-) 13:32 <ggn> ooh danke :) [...] 13:33 <ggn> rofl sync 13:33 <ggn> I just slapped in some values at random :) 13:36 <XiA> I suspect the "sprites flying in and forming letters" is a bit too slow to actually work, what do you think? 13:39 <XiA> Don't you think Havoc's pic would be better as an ending, btw? Just flash it past after the music's gone and the STE-noise is done. Always good to end on a laugh. 13:39 <ggn> hmm 13:39 <ggn> why not 13:39 <XiA> Your decision of course, just a suggestion 8-) 13:39 <ggn> and about the tangram letters, I'll make the message smaller 13:39 <ggn> and maybe zoom the triangles 13:39 <XiA> It absolutely works in the beginning too, it would be more unexpected in the end 8-) 13:40 <XiA> Nice idea! 13:40 <XiA> So it IS tangram, I suspected it, but wasn't sure 8-) 13:40 <ggn> it's actually a 2-d poly filler 13:40 <ggn> I think I'll just make it write STE 13:40 <ggn> in big letters 13:40 <ggn> and outline it 13:42 <ggn> with all the noise bitplanes in, it's up to 140k now 13:43 -!- XiA [~me@c83-254-144-228.bredband.comhem.se] has quit [Ping timeout] --- Log closed Sun Nov 29 13:49:26 2009 --- Log opened Sun Nov 29 14:48:40 2009 14:48 <ggn> okay, now play_music will execute an illegal when it reaches the amount of cymbal hits I want 14:48 <ggn> so the sync will be simplified :) 14:49 <XiA> 8-) 14:50 <ggn> that's the advantage of using a debugger 14:50 <ggn> you get it to crash or hit a breakpoint, and then you can poke around mem 14:50 <XiA> Yeah, that's clever as hell 14:50 <ggn> of course there's always steem debug --- Log closed Sun Nov 29 14:56:27 2009 --- Log opened Sun Nov 29 15:03:20 2009 15:03 <ggn> first proper transition is in 15:04 <XiA> *yay* 15:05 <ggn> the only thing I'd like to do is to have a 2nd graphic for the parallax screen 15:05 <ggn> maybe I'll use the busy bee icon zoomed 15:06 <XiA> That's always nice! 15:06 <ggn> also, I'm out of ideas for a 1bpp graphic :) --- Log closed Sun Nov 29 15:12:27 2009 --- Log opened Sun Nov 29 15:40:57 2009 15:40 <XiA> The menupic I sent your earlir had wrong palette, will make new one 15:41 <ggn> ok :) --- Log closed Sun Nov 29 15:46:27 2009 --- Log opened Sun Nov 29 16:00:04 2009 16:00 <ggn> ooh 16:00 <ggn> the busy bee looks neat! --- Log closed Sun Nov 29 16:05:27 2009 --- Log opened Sun Nov 29 17:34:39 2009 17:34 <XiA> Fixed menupix coming up.... [...] --- Log closed Sun Nov 29 17:40:27 2009 --- Log opened Sun Nov 29 17:46:11 2009 17:46 <ggn> thanks --- Log closed Sun Nov 29 17:51:27 2009 --- Log opened Sun Nov 29 18:04:24 2009 18:04 <ggn> phew 18:04 <ggn> AT LAST I fixed the outline thing 18:04 <ggn> I broke it for an hour :) 18:05 <ggn> btw, since it's one colour, can you suggest an rgb value for it? 18:05 <XiA> Ah, for the Tangram bit? 18:06 <ggn> yes 18:06 <ggn> I tried to apply a pattern in the background so it would become visible as the letters passed by 18:06 <ggn> but failed 18:06 <ggn> and I don't have the time right now 18:06 <ggn> oh well :) 18:06 <XiA> FD5, background 023 18:07 <XiA> I've always had a soft spot for that contrast --- Log closed Sun Nov 29 18:12:27 2009 --- Log opened Sun Nov 29 18:15:00 2009 18:15 <ggn> thanks :) 18:15 <ggn> neato :) 18:16 <XiA> Works ok? 18:16 <ggn> yes 18:16 <ggn> I'll prepare a prg with the sync so far 18:16 <XiA> *yay* [...] 18:21 <XiA> The noise works really great 18:21 <XiA> But the general idea is still to switch screens every time there's a cymbal crash? 18:22 <XiA> It looks like there's one or two noise screens of code still, could that be right? 18:22 <ggn> well there should be about 8 screens in there 18:22 <ggn> but so far the offset I choose might end in the middle of a screen 18:23 <ggn> also it might be my random routine's fault 18:23 <ggn> do you want me to copy the noise from the start of each screen specifically? 18:23 <ggn> I can enforce that 18:24 <XiA> Nah, whatever's the easiest for you. It's great now, I just thought I saw some stuff that looked a little too regular. But I bet I'm the only one in the universe that would see it [...] 18:27 <ggn> heh 18:28 <XiA> But seriously, I bet you have better things to spend these last hours on, leave it for now 18:28 <ggn> so, how do you like it so far? 18:29 <XiA> It sorts stands and falls on the whole switching screens fast as hell, so it's hard to say, but I have high hopes! 8-) 18:30 <ggn> hehe fair enough 18:31 <XiA> The invididual fx are still really nice, and you're absolutely right about the bee, it looks GREAT 18:32 <ggn> well, I'm pretty crap as an artist, but at least I know what I like when I see it :) 18:33 <XiA> Then at least you can go be trial-and-error 8-) 18:33 <XiA> go BY* --- Log closed Sun Nov 29 18:39:27 2009 --- Log opened Sun Nov 29 19:00:28 2009 19:00 -!- XiA [~me@c83-254-144-228.bredband.comhem.se] has quit [""] 19:02 <ggn> 23 seconds to go ;) --- Log closed Sun Nov 29 19:07:28 2009 --- Log opened Sun Nov 29 19:12:33 2009 19:12 <ggn> 23 seconds to go ;) 19:12 <XiA> 8-) 19:13 <XiA> Back in a bit, need to install older UltraVNC on the DAW too 19:13 <ggn> ok : 19:13 <ggn> :) --- Log closed Sun Nov 29 19:19:28 2009 --- Log opened Sun Nov 29 19:27:12 2009 [...] 19:39 <ggn> np 19:41 <ggn> 12 seconds left :) 19:41 <XiA> 8-) [...] 19:57 -!- XiA [~me@c83-254-144-228.bredband.comhem.se] has quit [Ping timeout] --- Log closed Sun Nov 29 20:03:28 2009 --- Log opened Sun Nov 29 20:06:00 2009 20:06 <ggn> busy or can I send you a 50+ seconds version? :) 20:06 <XiA> [...] Nono, please send! [...] 20:06 <ggn> I actually went "fuck yeah!" 20:07 <ggn> the quick syncing in the end is sweet :) 20:07 * XiA is warming to shout "fuck yeah" at the top of his lungs 20:07 <XiA> And I'm a singer, so I can shout pretty loud 8-) 20:08 <ggn> hehe 20:08 <ggn> I don't have a loud voice 20:09 <XiA> And of course, now that I REALLY want to see it, STeem chooses to fuck up and not respond to mouse clicks 8-) 20:09 <ggn> awwww 20:09 <XiA> *restarting STeem* 20:10 <XiA> Ran fine now 20:11 <XiA> Still not switching on every cymbal beat until near the end, is that how you want it? 20:14 <ggn> no that's not ready 20:15 <ggn> I just added the quick cymbal changes around the 50 second mark 20:15 <XiA> Ah, cool 20:16 <XiA> The intro is a bit long, and will be even longer if we move the first pic to the end... Maybe one more picture there, something like "KάA presents" or something like that? 20:18 <ggn> well I got 20k of packed space left 20:18 <XiA> Plenty of room 8-) 20:22 <ggn> I think your endpic/noise fade out happens a bit too fast, don't you agree? 20:23 <XiA> Definitely 20:23 <XiA> It should time to the end of the music, I'm thinking. It depends on whether you move the fun pic to the end or not 8-) 20:24 <ggn> I think I will 20:26 <XiA> I'm thinking the santa should appear on the last beat of the music, that would be fun 20:28 <ggn> hmm 20:28 <ggn> I was thinking of triggering the noise effect on the last hit 20:29 <ggn> and then as it fades out 20:29 <ggn> "ik haat atari ste" 20:29 <XiA> Yeah. why not 20:29 <ggn> ok 20:29 <ggn> let's put in those last 10 secs 20:29 <ggn> it feels good that I can discuss it with someone btw 20:30 <XiA> It's always good to have someone to bounce ideas off of 8-) 20:30 <ggn> yep [...] 20:40 <ggn> honest opinion, please :) 20:41 <ggn> I thikn it's missing some beats in the end 20:42 <XiA> Yeah, or maybe a couple are off. I'd prefer it if the noise bug could be removed 20:43 <ggn> ok 20:43 <ggn> I'll look into it 20:43 <ggn> otherwise? 20:43 <XiA> But it can't be high priority until all cymbals hits are done 20:43 <XiA> It's really hard to say anything until the cymbal hits=switches are all in place 20:43 <ggn> hehe ok 20:44 <ggn> fair enough 20:45 <XiA> Yeah, there's one beat missing, not in the VERY end, but let's wait until all the switches are in place to check it, I think 20:45 <ggn> yeah 20:46 <ggn> I think one is missing 20:46 <ggn> but critical one 20:46 <XiA> If I watch it a couple of times and find the one, how do I explain to you which one it is? 8-) 20:47 <ggn> haha 20:47 <ggn> well let me try to find it first 20:47 <XiA> 8-) Cool 20:47 <ggn> if it isn't, then you'll tell me 20:48 <ggn> aha 20:48 <ggn> I think I found the fucker :) 20:48 <XiA> *yay* 20:51 <ggn> hmm crap 20:51 <ggn> it loses sync 20:52 <XiA> STeem doesn't sync perfectly 20:54 <ggn> nah it's me [...] 20:55 <ggn> did I get it? did I? did I? 20:56 <ggn> off to drink some water :) 20:58 <XiA> There are a couple missing starting from the point where you start following the cymbals 20:58 <ggn> I do that on purpose 20:58 <ggn> do you propose I follow all? 20:58 <XiA> Definitely, to my mind it looks weird when it doesn't follow them all 20:58 <ggn> okay 20:59 <ggn> you're the design meister :) 20:59 <ggn> btw, noise/fadeout part? 20:59 <ggn> improvement? 21:00 <XiA> Doesn't work here anymore 21:00 <XiA> LEmme reboot STeem and try it again 21:01 <ggn> weird 21:01 <XiA> Nope, just stands still here 21:02 <ggn> really???? 21:02 <ggn> ok 21:02 <XiA> Yup 21:02 <ggn> just one more sync bit to go I think --- Log closed Sun Nov 29 21:08:28 2009 --- Log opened Sun Nov 29 21:12:51 2009 21:12 <ggn> okay [...] 21:12 <ggn> I think it's missing just ONE now 21:13 <ggn> and the noise should be fixed 21:13 <ggn> it had a few bugs there ;) 21:16 <XiA> Hard to tell, getting a bit tired here, there's definitely one missing tho. Get back to me when you have switches on all the cymbal hits 21:16 <ggn> oh 21:16 <ggn> sorry for bugging you :/ 21:16 <XiA> Nono, not a problem 21:17 <XiA> But there are lots of them missing before they start syncing, much easier to see which are missing when they're all in place 21:17 <XiA> That's all I mean 8-) 21:17 <ggn> hmm 21:17 <ggn> okay 21:18 <ggn> it's true, I don't sync to all before the 50 sec marc 21:18 <ggn> maek 21:18 <ggn> mark 21:18 <ggn> gah! 21:18 <ggn> well, back to the old sync table :) 21:19 <XiA> *IF* that's what you want. It's your demo after all, maybe it's not a bad idea to not trigger at all the hit points until a bit into it. Epilepsy warning for real 8-) 21:19 <ggn> yeah I know 21:19 <ggn> let me see it one more time from the beginning 21:19 <ggn> without ff 21:20 <ggn> well sorry mate 21:21 <ggn> I think it's alright in my eyes and ears 21:21 <XiA> Well, in that case we could just do a try and find the one that's missing in the middle of it and be done? 21:21 <ggn> middle of what? 21:22 <ggn> would it be difficult to count the hits from beginning and tell me which one? 21:23 <XiA> If I say "the bit where the melody starts high and goes down in small steps", do you know where in the song that is, it's just before the end 21:23 <ggn> yeah I think it's missing one there 21:23 <ggn> so if I add the you happy? 21:23 <XiA> The last one in the pattern JUST BEFORE that is missing, then I'm as happy as a pig on christmas eve 8-) 21:24 <ggn> okay 21:24 <ggn> just for you 21:24 <XiA> 8-) Thanks 21:28 <ggn> btw, I was joking with the "just for you" 21:29 <ggn> I want to have you happy as well [...] 21:29 <ggn> try this pls :) 21:30 <XiA> Yup, hang on! 21:33 <XiA> It's REALLY close now, but the last one during the "fallings notes" pattern is a bit early 21:34 <XiA> Apart from that, *yay* 21:34 <ggn> ah I know what you mean 21:34 <ggn> how about the noise? 21:34 <ggn> is it fixed now? 21:34 <XiA> Looking great! 21:34 <ggn> \o/ 21:34 <ggn> ok, let's fix that fucker outline hitting at the wrong moment 21:34 <ggn> (see? I know what it is :)) 21:35 <XiA> Hooray! 8-9 21:35 <XiA> 8-) 21:35 <XiA> I just realized we could have used the maxYMiser editor file to communicate where a problem is, song position XX, pattern pos YY 21:36 <XiA> But we solved it anyway. Damn we're good 8-) 21:36 <ggn> yeah, who gives a fuck :P:P:P [...] 21:41 <ggn> with love 21:41 <ggn> ;) 21:41 <XiA> I assumed that's what you meant 8-) 21:43 <XiA> THERE we go, great! 21:44 <XiA> In a way I can certainly see a point in not going into "epilepsy mode" until the end, it's not bad at all 21:45 <ggn> okay 21:45 <ggn> so 21:45 <ggn> are you honestly happy? 21:46 <XiA> Yup, it's not bad at all! 21:46 <ggn> yay 21:46 <ggn> so I'll move kabouter in the end 21:46 <ggn> write some scrolltext 21:46 <XiA> The end is just as crazy as I had hoped for 8-) 21:46 <ggn> and send it on its way 21:46 <ggn> yeah :) 21:46 <ggn> that's what I saw when I envisioned it 21:46 <ggn> switch-switch-switch! 21:47 <XiA> There's one frame of palette crap when it leaves the scroll the first frame I think 21:47 <XiA> the first TIME* 21:47 <ggn> hmm 21:47 <ggn> let me see 21:48 <ggn> weird, I can's see it 21:48 <ggn> I'll single step 21:49 <ggn> nope, it honestly doesn't happen here :/ 21:49 <ggn> the screen totally blanks out 21:50 -!- XiA [~me@c83-254-144-228.bredband.comhem.se] has quit [Ping timeout] --- Log closed Sun Nov 29 21:56:28 2009 --- Log opened Sun Nov 29 22:07:46 2009 22:07 <ggn> anyone you want to greet? :) 22:12 <XiA> back again, bloody ISP 22:12 <XiA> I was just going to say that if you credit me in the demo, and there's room, I prefer "Excellence in Art" over "XiA", if that's not a problem 22:15 <ggn> oops 22:15 <ggn> just wrote the scrolltext 22:15 <ggn> but what the hell ;) 22:16 <XiA> It's no biggie at all, leave it 22:16 <ggn> nope I insist 22:16 <XiA> 8-) Suit yourself buddy 22:17 <ggn> there we go 22:18 <ggn> 127500 bytes final size 22:18 <XiA> Cool! Looking forward to see it in the finished demo 22:18 <ggn> I'll send you, havoc and ukko a copy each 22:18 <ggn> I'm off to test it on my ste before I send 22:18 <XiA> Good idea 22:18 <ggn> in any case THANKS A LOT PER!!! 22:19 <XiA> Hey, thanks yourself, this has been fun! --- Log closed Sun Nov 29 22:24:28 2009 --- Log opened Sun Nov 29 22:25:37 2009 22:25 <XiA> Most challenging ST music I've ever done, I think, very good exercise 8-) 22:28 <XiA> Fuck, I just though of a possibly nice way of starting the demo. Bit too close to the deadline tho 8-) 22:29 <ggn> hehe 22:29 <ggn> tell it anyway 22:30 <ggn> and it works ok on the ste 22:30 <XiA> Your cool transitions in the beginning: First from blank to just first bitplane, then another from 1 bitplane to 2 bitplanes, all the way up to all 4 22:30 <XiA> Might actually look cool 22:30 <ggn> hmm I dunno 22:30 <XiA> It will look weird! 8-) 22:30 <ggn> it depends highly on the palette I think 22:31 <ggn> let's keep that for the remixed version ;) 22:31 <XiA> ABsolutely, but remapping the palette is not much work in DPaint 8-) Yup, I'm all for a remix version 8-) 22:31 <XiA> The 4MB version with sample audio 8-) 22:32 <ggn> yeah, let's put the original orchestra in there :) 22:32 <XiA> Or make a version with all electric guitar, or maybe all vocals 8-) 22:32 <ggn> hehe 22:33 <ggn> what's your email btw? 22:33 <XiA> [...] 22:34 <ggn> nah, I'm just CCing you the final version 22:34 <XiA> Ah, nice, thanks! 22:34 <XiA> Making an electric guitar or vocal version would prolly take 2-3 days in the studio MINIMUM, but a piano version could be done in under a day... 8-) |
Title: Re: Screens' Post mortem! Post by PW on 03.01.10 at 05:53:42
Thanks for posting the wips, I'll have to finish the irc log another time tho, but its good to see the dev process in action, and its a bit of a coupe to do it all in 5 days before dealine and be recorded too
Thanks for the work you guys (and gals?) put in to the demo, especially to D-Bug for all those months of work, dedications dude, I can see why you were tired by the end :) Thanks for the thread idea too GGN, its post like these which can help a person out when no one is around :) PW |
Title: Re: Screens' Post mortem! Post by ggn on 03.01.10 at 11:41:55 PW wrote on 03.01.10 at 05:53:42:
Actually I was trying to top Dbug's boring perforce logs by pasting a boring irc log :P |
Title: Re: Screens' Post mortem! Post by The Paranoid on 05.01.10 at 20:25:30
Nice thread :-)
So i guess it's my turn to bore everyone to death with a few notes about Cubes, Ribbons & 3D Flybys. Prologue: You guessed it, the idea was born after talking to Havoc, Chris, ggn, DBug and a few other people during some obscure PC demo compo being watched via live stream, presumable Assembly or Breakpoint or both. Slightly bored by about 10 entries showing cubes, 8 entries showing ribbons and 4 showing 3D flybys, RA and I decided to have a go at these effects on the STE. When RA decided to collect and assemble all screens for the megademo, it was fairly obvious that my contribution would be a screen consisting of cubes, ribbons and 3D flybys. 3D Flybys: This was actually the first effect to be finished. The 3 pillars use 16 x 32 entry offset tables, 32 x 32 pixel textures and alpha layers. Each pillar has a top left coordinate in 3D space and a size which are being translated, rotated and projected like any other 3D object would be. Each pillar is then rendered to a temporary buffer before the BLiTTER brings each pillar to screen. Each pillar is only 3 bitplanes wide because then it's not required to generate a mask. First, i wanted each pillar to cast a shadow but didn't really know how to make that efficiently. After a weekend at RA's place and talking it over with RA and Zweckform, we decided to make a reflection instead and i figured that i could use the "other" 8 colours without having to generate a mask either - It works, but the reflections need to be clipped. RA rendered the first background picture for me and i optimised the restoring of the background according to the height of the background and a lot of time went into getting the raster half-way stable because of the BLiTTER arrangement and a music replayer that runs in Timer D, just because i wanted the screen to be Falcon compatible ;-) However, RA's background was oversized so that background needed to be redrawn occassionally and even though RA has a fairly ingenious way of doing that effeciently, i just couldn't get it to work with all the sprite coordinates and all that stuff. I wasted a couple of weeks on this before Dan joined us and agreed to generate a new background that doesn't require to be redrawn occassionally - Saved my life! The second offset table for the middle bowl was added, coordinate generation for the alpha layer, background to rotation angle coupling and finally, the fire routine, which, by the way, runs upside down because it's being brought to screen using the reflection routine. 505 then had the idea of fading the scene up, moving it a bit and then fading it down again multiply, which i considered a nice idea and implemented it that way - A good week after deadline, by the way ;-) All in all, this screen is my first 3D BLiTTER sprite screen that actually works ... Cubes: This was engaged after my 3D experiments had reached a level of maturity in which they generated something else than errors, overflows and misplaced pixels. The gouraud routine itself is fairly straight forward but i'm a bit proud of not using an edge buffer, which took me a while. Again, the concept was pretty straight forward, draw cubes using hires c2p in 3 bitplanes, then use the BLiTTER to bring them to screen, 32 x 32 pixels in size and fully masked, of course. Due to the fact that only 8 colours could be used, i needed a dither algorithm which has been implemented in the c2p algorithm costing absolutely no additional CPU time in the innerloop and only 2 extra EXG instructions after converting a line. Then, i spent quite some time on the movement tables. Every cube (there's 16) has its own movement table being generated by its displacement from the center and they're slightly delayed to make sure they don't all cross the center at the same time. Like Dan said, until then, the background was a skyline of Frankfurt, but Dan had the much better idea of putting the cubes "under water" by drawing the aquarium. He then asked whether it would be possible to make the cubes cause "bubbles" every now and then, which is a simple single pixel CPU sprite and was fairly easy to implement. Dan also proposed that each cubes "splashes" into the water when it appears, but due to the cube management, i found that terribly hard and due to the deadline i needed to make them simply "pop up" instead. However, i wanted to have them pop up synchronous to the music which required a completely new cube display management and was written 2 or 3 days after the deadline. Dan then also proposed to switch palettes occassionally and sent me some - Neat idea. Added the scrolling and the screen was done. Summary: 16 gouraud shaded cubes in 20 frames per second that's 3840 polygons per second on an 8MHz 68000 - Now go and beat this ;-) Ribbons: That screen definetly costed me a few years of my life and caused some grey hair. The initial idea was to use a real 3D object to draw the "ribbon(s)" and i already had the fundamental routine, generating a light-sourced cube in 14 colours, expanded to 21 using a brother of the dithering routine implemented for the cubes screen. The background was meant to use merely 2 colours so that i could cycle the other 14 that make up the ribbon to simulate a moving light source. In Dan's log above where he describes all the graphics, you can still see the initial implementation using the 3D object. However, there was basically no way of getting the light sourcing to work well with all rotation angles and the ribbons being drawn always had ugly edges and pixels where single pixels of polygons not really meant to be seen shone through. It was a mess and all my attempts to save it failed, even though i had already written a bezier routine to support the movement of the 3D object. After Dan had a few ideas of fixing the screen that didn't really work out to our satisfaction either, we decided to go for plan B and use a simple "shade bob" instead. The shade bob is actually being moved in a 3D space but that is basically not being used at all - my bad, i ran into overflow/underflow problems when designing the movement patterns and because of the deadline left out the usage of rotation/z-coordinate modification (My bad). Dan then drew the beautiful background picture and sent me some palettes for switching. The greetings are faded up/down in realtime and could even overlay the ribbon, but it looks ugly because it results in being far too bright. Summary: The weakest screen of them all, using only hardware scrolling of the STE features. But for displaying greetings, it does its job. Title picture: I actually drew most of that before Dan joined us, Dan added the moon surface then. Music: Like i said, i have wasted a lot of time on the Ribbons screen and the scroll routine of the 3D flyby so that i stopped sending preview screens to my crewmates which 505 accidentally misinterpreted as "giving up". When i then mailed him 2 weeks before the deadline, asking for a soundtrack, he was very surprised and, of course, not really amused of now having to make a soundtrack with virtually no background information about how the final demo will look like (style, sync etc). Nevertheless, he spent a funky weekend in front of his STE (ehem), sent me 2 music files the other day and that saved our contribution for the STE megademo. Summary: MaxYMiser and 505 is a hard to beat combination! I guess that's all there is to say about Cubes, Ribbons and 3D Flybys. I am quite happy with the result even though especially the Ribbons turned out different than i had in mind. Epilogue: After november 29th, RA was terribly busy putting it all together and i virtually donated my MegaSTE for testing, so RA kept sending me versions of his intro and we could get it to work cleanly on christmas eve at around 6 p.m. While i was doing christmas preparations, he was revising his code, while i was testing his code, he was doing christmas preparations. So the 24th and a bit of the 25th of December were spent in front of the STE indeed - Now that's dedication, isn't it ? And that's my story behind the 20 years STE megademo. The Paranoid of Paradox Alive on a dead machine - That's Paradox! |
Title: Re: Screens' Post mortem! Post by ggn on 17.01.10 at 09:29:38 Quote:
I think you managed quite well, congratulation for your achievement :D[/quote] And I return the favour of answering on Pouet by answering here: thanks! |
Title: Re: Screens' Post mortem! Post by Dbug on 29.01.10 at 19:31:17
The point of answering on pouet was to have one more comment on pouet, appearing in "last comments", to trigger impulsive clicks from other people so they can see the demo :)
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Title: Re: Screens' Post mortem! Post by ggn on 02.03.10 at 19:15:58
Okay, it's apparent that I won't sit down and make the source look better than what it is, so I'll just post it as-is.
Turbo Assembler format, all the files that are incbined are on the same dir as the source, the folders contain support stuff and converters. I won't be held liable if this source turns your hair gray or anything else for this matter! http://d-bug.mooo.com/dbugforums/cgi-bin/yabb2/YaBB.pl?action=downloadfile;file=60secs_src.rar ( 349 KB | Downloads )
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