yeah, that was a nice one.. coded and designed by our graphic artist Dream Design. He had to show our coders how to program a nice cracktro for a change hehe. The original cracktro (MS DOS) can be downloaded at my site btw. at http://www.roysac.com/sac-intros.html
I doubt it would be possible in realtime. There are not enough bitplanes for the font and the cube to render independently and then be overlayed, so you would have to use the blitter to draw the cube onto the font each frame. Perhaps if the cube was prerendered it could work, but i don’t think you would have time to render the cube and blit it onto the font with correct masking in one frame.
Hmmm don’t think it’s impossible. Perhaps you can’t put the text onto seperate bitplanes (don’t know how many colors it has) but at least you could use e.g. 5 bpl for everything and re-render the text every frame. 🙂
I agree, i’m just not sure you could do it in realtime. Apart from calculating and rendering the vector, you would have to redraw the text and blit the vector onto it. You might be able to do it, but as i recall my old vector routine, it wasn’t fast enough 🙂
Nope, this weekend I am changing my oil, oil, air and fuel filters, I will be under my car… plus I still have to fixup my old intro code. Knowing you though, I would not be surprised if we saw a freshly cranked out intro on Monday, hehe!
What if you could do the vector in 8 cols/3 bpls? Then you could use a 4 col/2 bpl font and have a “dithered” sprite on top of the even bitplanes for the shadow?
That would be doable. You could use the sixth bitplane for the shadow, as it automatically shows a darker shade of the color of the 5 bitplans below. But, alas, the font has more then 4 colors.
The crystal tetris intro does what you suggest on top of a 1 bitplane font as i recall.
3 bpl for the font, 1 bpl for the shadow, and copy the rendered vectors on 8 sprites 8 colors. at the bottom of the screen, the logo using 64 colors EHB mode (6 bpls)
Normal not attached sprite is 4 colors. Since there are more than 3 faces visible all the time 4 color (out of which 1 is transparent) that is a bit of a challenge.
glop, yep my mistake… so dual playfield for text and object, sprites for shadow (hmm difficult), or decrease number of colors of the font – seems possible with 4 colors – 2 bpl, 3 bpl for the vectors and 1 bpl for the shadow.
yep, exact. 3 bitplans plus 1 or 2 more done 16 to 32 colors. no so simple to do with more faces than a simple cube. but not impossible, if you are a boss 😉
Hmmm I am recoding this for fun at the moment and I sometimes have about 11 visible faces for the object. Guess we need 4 bitplanes then. 🙂 Hmm will try to change the perspective to get it down to 7 surfaces.
The entire polygon has one color. The routine likely calculates the distance from a fixed point of view, then assigns a color from a fixed palette. Obviously the nearest polygon gets the lightest color shade from the palette. It is not as complicated as you might imagine.
Who said its complicated? The standard light sourced object is not the problem here and is already done, but still needs 4 bitplanes because of more then 7 visible faces at one time + the shadow. In chunky mode this is a joke but on plain Amiga it makes a bit more work. 🙂
I don’t get it. Seven faces makes for seven colors, and the shadow eighth. Wouldn’t that be three bitplanes? If we wanted a font which was not monochromatic in addition, we could go with eight bitplanes.
Amiga pioneered lightsourced vectors. The shadow is simply on a different bitplane (or bitplanes). Transparency is native to the Amiga because the hardware uses bitplanes instead of chunky pixels.
looking forward to the amiga version 🙂 🙂
A real beauty.
yeah, that was a nice one.. coded and designed by our graphic artist Dream Design. He had to show our coders how to program a nice cracktro for a change hehe. The original cracktro (MS DOS) can be downloaded at my site btw. at http://www.roysac.com/sac-intros.html
would this be possible on the Amiga? a light-sourced vector + shadow over a font like that?
I doubt it would be possible in realtime. There are not enough bitplanes for the font and the cube to render independently and then be overlayed, so you would have to use the blitter to draw the cube onto the font each frame. Perhaps if the cube was prerendered it could work, but i don’t think you would have time to render the cube and blit it onto the font with correct masking in one frame.
Hmmm don’t think it’s impossible. Perhaps you can’t put the text onto seperate bitplanes (don’t know how many colors it has) but at least you could use e.g. 5 bpl for everything and re-render the text every frame. 🙂
I agree, i’m just not sure you could do it in realtime. Apart from calculating and rendering the vector, you would have to redraw the text and blit the vector onto it. You might be able to do it, but as i recall my old vector routine, it wasn’t fast enough 🙂
Sounds like a task for the weekend. 🙂
Nope, this weekend I am changing my oil, oil, air and fuel filters, I will be under my car… plus I still have to fixup my old intro code. Knowing you though, I would not be surprised if we saw a freshly cranked out intro on Monday, hehe!
Brought to you by aLpHa oNe intro factory
🙂
What if you could do the vector in 8 cols/3 bpls? Then you could use a 4 col/2 bpl font and have a “dithered” sprite on top of the even bitplanes for the shadow?
That would be doable. You could use the sixth bitplane for the shadow, as it automatically shows a darker shade of the color of the 5 bitplans below. But, alas, the font has more then 4 colors.
The crystal tetris intro does what you suggest on top of a 1 bitplane font as i recall.
3 bpl for the font, 1 bpl for the shadow, and copy the rendered vectors on 8 sprites 8 colors. at the bottom of the screen, the logo using 64 colors EHB mode (6 bpls)
Good idea. That would work.
Did not check too closely but does the vector fit into a 64 pixels wide box? You need to attach two sprites to form one 16 colors sprite.
yop, less than 128 pixels (124) and no need 16 colors for the vectors, so 8 sprites 8 colors should work. to test
Normal not attached sprite is 4 colors. Since there are more than 3 faces visible all the time 4 color (out of which 1 is transparent) that is a bit of a challenge.
glop, yep my mistake… so dual playfield for text and object, sprites for shadow (hmm difficult), or decrease number of colors of the font – seems possible with 4 colors – 2 bpl, 3 bpl for the vectors and 1 bpl for the shadow.
or perhaps it’s possible to use sprites for the 3rd plan of the vectors : text 3 bpl,vector 2 bpl and 3rd bpl in sprite + 1 bpl for shadow
Guys! I do not think you even need to cheat with sprites! 32 colors without any extra modes is more than enough!
Render the vector in the first 24 colors, and you still have eight colors left for the font and shadow. You’ll be rendering like a boss!
yep, exact. 3 bitplans plus 1 or 2 more done 16 to 32 colors. no so simple to do with more faces than a simple cube. but not impossible, if you are a boss 😉
Hmmm I am recoding this for fun at the moment and I sometimes have about 11 visible faces for the object. Guess we need 4 bitplanes then. 🙂 Hmm will try to change the perspective to get it down to 7 surfaces.
Of course!
Ooops replied to wrong comment.
The entire polygon has one color. The routine likely calculates the distance from a fixed point of view, then assigns a color from a fixed palette. Obviously the nearest polygon gets the lightest color shade from the palette. It is not as complicated as you might imagine.
Who said its complicated? The standard light sourced object is not the problem here and is already done, but still needs 4 bitplanes because of more then 7 visible faces at one time + the shadow. In chunky mode this is a joke but on plain Amiga it makes a bit more work. 🙂
I don’t get it. Seven faces makes for seven colors, and the shadow eighth. Wouldn’t that be three bitplanes? If we wanted a font which was not monochromatic in addition, we could go with eight bitplanes.
What am I missing?
Amiga pioneered lightsourced vectors. The shadow is simply on a different bitplane (or bitplanes). Transparency is native to the Amiga because the hardware uses bitplanes instead of chunky pixels.
interesting challenge 😉 why not try to remake pc intro on Amiga ^^
don’t think it’s impossible. cube could be rendered on sprites.
With AGA definitely.
logo use 69 colors, could be done in EHB. Font use 7 colors. so it’s possible to use dualplayfield
Oh yeah Dytec:-)
Nice.
Finally a nice one 🙂 Real pretty.
Cute intro, very good font & I like the light-sourced vector – logo is average, but overall a good intro!