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(n)0 PIXELS (n)0 REGRETS by DHS (Zero Bitplane Atari ST demo) 

evldhs
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Atari ST demo without using pixel graphics, entirely made from background colour raster splits. Released at Sommarhack 2024 Zero Bitplane Compo.
Demozoo: demozoo.org/productions/352740/

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6 июл 2024

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Комментарии : 21   
@sebastienbremont6196
@sebastienbremont6196 17 дней назад
This great demo deserves to be called the "No Cooper II" ! 😉
@HyLsT16
@HyLsT16 8 дней назад
Nearly Incredible !! Amazing 68000 and st mastery / coding skills here !!! I still can guess how many of these effects can be without bit planes / bitmap with such a precision ! It must be a very intelligent construct of tricks and optim. done in several stages of coding before assembly. Huge work & mastery !!! Nice looking fx with many new school like. Music and gfx with that tech constraints rocks !! Respects.
@suadcokljat1045
@suadcokljat1045 10 дней назад
Fascinating...
@TPau65
@TPau65 17 дней назад
Very impressivve! And great music too! 👌
@eightbitguru
@eightbitguru 17 дней назад
OK, well done - that’s the first jaw-drop moment I’ve seen on the Atari ST since all four borders were opened with a 4096-colour fullscreen back in … 1990? Was it Sync, or Level16? I forget now, but I do know that a full-blown 100% rasters-only demo is something to write home about.
@strangerhmdrbsdlg9949
@strangerhmdrbsdlg9949 16 дней назад
Lovely!
@jinxterx
@jinxterx 17 дней назад
Phenomenal demo!
@manixburn6403
@manixburn6403 17 дней назад
We're not done, ever !
@DetepMarian
@DetepMarian 17 дней назад
cool
@philsan69
@philsan69 17 дней назад
No bitmap graphics, cool compo!
@grantexploit5903
@grantexploit5903 9 дней назад
Looks rather VCS-like, which is probably somewhat expected given that you are "racing the beam" for graphics here, though in an even more extreme fashion than tended to be done on the 2600.
@edouardberge
@edouardberge 17 дней назад
yeah men, rasta!
@estrayk
@estrayk 17 дней назад
Amazing !!!! it is ST palette or STE?
@evldhs
@evldhs 17 дней назад
ST, the compo was for 1 MB ST.
@erikkarsies4851
@erikkarsies4851 17 дней назад
Btw maybe a trick to try is to use instead of a few colors repeately after each other at the screen and let the 68000 change after each other. That might even make a higher res possible? For instance in screen memory etc and let the 68000 alter the 4 colors. (And it has been a long time coding the Atari ST mostly in GFA Basic with some assembly. So when I say color 0 color 1 color 2 color 3 I mean the first 4 colors in the hardware registers. ) P.S. How many 68000 clock cycles do you have for 8 pixels? Pretty impressive timing calculations
@evldhs
@evldhs 17 дней назад
Not for this competition, there were no pixels allowed. Only background colour. The tech you talk of is used in other demos where it combines bitplane data and rapid colour switches. For example our demo from 2020: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lm7D8gmEKJI.html (spider screen, tunnel and rotozoom)
@erikkarsies4851
@erikkarsies4851 17 дней назад
@@evldhs Yes, I did understand the competition rules :) I just was wondering how far this could be pushed. (4pixels?) Awesome!
@erikkarsies4851
@erikkarsies4851 17 дней назад
So the 68000 is updating the background color every few pixels? And some clever use of some black lines between them to have some more cpu time right?
@evldhs
@evldhs 17 дней назад
It's smashing the background colour a bit yes. But no the black lines are not to save CPU. Just a lame coder doing a black line instead of special case loop (taken dbra is 4 cycles less blabla).
@erikkarsies4851
@erikkarsies4851 17 дней назад
@@evldhs And still enough CPU time for some music and effects. Impressive!
@lokedhs
@lokedhs 17 дней назад
A single register move to the colour register is 8 cycles, and when timing it's one cycle per pixel. There is also the ability to use a 12 cycle instruction to shift everything by 4 pixels.
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