Well, I wanted to add this to my other post, but alas my time to edit my post had run out…you can do movers using AGSP (Any Given Screen Position) which exploits two VICII tricks. FLD and VSP (aka DMA delay) to move the screen in any direction using very little raster time (as opposed to using $d016/$d011 (the standard VIC hardware way of doing it) plus it works with bitmaps, so you could use full 16 color, plus FLI/AFLI for even more colors per 8×8 pixel square. And you could even do it in the borders (a little chunkier)… Read more »
Annatar
13 years ago
As for c64 effects…there’s many things you can do with multiple lookup tables, thus sparing the poor 6510 from having to do any cycle expensive maths…and of course speedcode — unrolled loops. Sure, for certain things. It’s hard to imagine how the above effect could have been done with precalculated tables, because to emulate what is normally done with Blitter on a VIC chip, one literally has to use the processor. The VIC chip is really weird in the way it displays information: the bits are added from the first column down, eight at a time, then the cycle starts… Read more »
Hell yeah…it’s great to see this intro finally released! I playtested the game twice through to completion for this, and discovered I enjoy playtesting for Amiga cracks a lot more than those on the c64. As for c64 effects…there’s many things you can do with multiple lookup tables, thus sparing the poor 6510 from having to do any cycle expensive maths…and of course speedcode — unrolled loops. Whenever cycle savings are crucial and there is plenty of room for extra bytes, all loops or at least inner loops should be unrolled. The most "elite" way to do it is to… Read more »
Annatar
13 years ago
Pro Motion for the graphics/palettes, Sinecreator (by The Gang) for sinelists
I’ll have to look those tools up, I’m unfamiliar with them. I used to use ASM-One’s built in sinus generator to generate tables, and Deluxe Paint for gfx.
Are you running the latest ASM-One from TFA? Is it any good?
P.S.:
uncle Google isn’t turning up anything useful on The Gang’s sine creator.
Asm-one for the code, Pro Motion for the graphics/palettes, Sinecreator (by The Gang) for sinelists! That’s all… and ARCADE had some really great intros on c64, a diagonal sinescroll I remember in particular – having tried to code some 65xx stuff I appreciate how difficult some of the intros were to code 🙂
WayneK: which I loved, here’s what it reminded me of instantly: http://noname.c64.org/csdb/release/?id=54013 and thought would be much easier to do on the Amiga… and it was! Of course! Amiga has bitplanes and Copper. Where this shit’s really, really hard to do is on C=64 because one must use the CPU to do ORs and basically emulate the Amiga Blitter. On a 1MHz CPU. Whoever’s doing it on C=64, their routines better be lightning fast. Here’s what I’m writing about: http://noname.c64.org/csdb/release/?id=61711 apparently somebody forgot to tell Bacco that he’s not on an Amiga! 😀 (He’s doing ORs and blitting galore with… Read more »
Really really slick. Whatever gave you the idea to do a SCS+TRC-style intro?
0
Mr.Spiv
13 years ago
Nanananaa.. I saw a preview of this some time ago 😀 Simple and yet well together fitting intro. Well done again WK. The trainer + one parting is probably awesome as well.
yes..again a cool flashtro one by wayne kerr.. and the game also is very nice and well trained here.. good one ..but i have to run the tune a few times to get "warm" with it 🙂
This one’s just really, really cool. Nice one WayneK 🙂
Well…I think the music matches the sine movement of the tile background, and I suppose it grew on me after 1 or 2 viewings.
Cool intro… a little bit ruined by the music. 😉
like this style. nice scroller. like the sound a little bit… keep on ! 🙂
Hey cool I just discovered Sinecreator as a real time saver for me 🙂
Well, I wanted to add this to my other post, but alas my time to edit my post had run out…you can do movers using AGSP (Any Given Screen Position) which exploits two VICII tricks. FLD and VSP (aka DMA delay) to move the screen in any direction using very little raster time (as opposed to using $d016/$d011 (the standard VIC hardware way of doing it) plus it works with bitmaps, so you could use full 16 color, plus FLI/AFLI for even more colors per 8×8 pixel square. And you could even do it in the borders (a little chunkier)… Read more »
As for c64 effects…there’s many things you can do with multiple lookup tables, thus sparing the poor 6510 from having to do any cycle expensive maths…and of course speedcode — unrolled loops. Sure, for certain things. It’s hard to imagine how the above effect could have been done with precalculated tables, because to emulate what is normally done with Blitter on a VIC chip, one literally has to use the processor. The VIC chip is really weird in the way it displays information: the bits are added from the first column down, eight at a time, then the cycle starts… Read more »
Hell yeah…it’s great to see this intro finally released! I playtested the game twice through to completion for this, and discovered I enjoy playtesting for Amiga cracks a lot more than those on the c64. As for c64 effects…there’s many things you can do with multiple lookup tables, thus sparing the poor 6510 from having to do any cycle expensive maths…and of course speedcode — unrolled loops. Whenever cycle savings are crucial and there is plenty of room for extra bytes, all loops or at least inner loops should be unrolled. The most "elite" way to do it is to… Read more »
I’ll have to look those tools up, I’m unfamiliar with them. I used to use ASM-One’s built in sinus generator to generate tables, and Deluxe Paint for gfx.
Are you running the latest ASM-One from TFA? Is it any good?
P.S.:
uncle Google isn’t turning up anything useful on The Gang’s sine creator.
Asm-one for the code, Pro Motion for the graphics/palettes, Sinecreator (by The Gang) for sinelists! That’s all… and ARCADE had some really great intros on c64, a diagonal sinescroll I remember in particular – having tried to code some 65xx stuff I appreciate how difficult some of the intros were to code 🙂
I believe you’re referring to this one:
https://flashtro.com/arcade-haegar/
WayneK: which I loved, here’s what it reminded me of instantly: http://noname.c64.org/csdb/release/?id=54013 and thought would be much easier to do on the Amiga… and it was! Of course! Amiga has bitplanes and Copper. Where this shit’s really, really hard to do is on C=64 because one must use the CPU to do ORs and basically emulate the Amiga Blitter. On a 1MHz CPU. Whoever’s doing it on C=64, their routines better be lightning fast. Here’s what I’m writing about: http://noname.c64.org/csdb/release/?id=61711 apparently somebody forgot to tell Bacco that he’s not on an Amiga! 😀 (He’s doing ORs and blitting galore with… Read more »
damn..this was the one wich i was thinking of..btw..nos got more excellent stuff to take the one or another idea from 🙂
It was actually coded after seeing:-
c64 intro by Nostalgia
which I loved, and thought would be much easier to do on the Amiga… and it was! 🙂
C=64 mid-90s style? I love it!
Good logo, really nice tune, but try this 2×2 font instead, it’ll go with it much better with the rest of your intro:
http://noname.c64.org/csdb/release/?id=58759
Really really slick. Whatever gave you the idea to do a SCS+TRC-style intro?
Nanananaa.. I saw a preview of this some time ago 😀 Simple and yet well together fitting intro. Well done again WK. The trainer + one parting is probably awesome as well.
classy and efficient.. I’m just launching the ADF on my WinUAE office PC config 🙂 my boss will hate me 🙂
yes..again a cool flashtro one by wayne kerr.. and the game also is very nice and well trained here.. good one ..but i have to run the tune a few times to get "warm" with it 🙂