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Posted By

Mad
on 2014-08-31
13:47:22
 Re: Evoke 2014

So a new version should be uploaded.. I found out that 256 kb "plus4" configs have problems (or they don't do) the disk change.. it woult be interesting if the "wait" stuff appears or not at the not working version..

and for a new description round.. side 2..

1. the scrolling picture done by degauss (should be described above)
1b. the outfader there is a little bit funny because we didn't have black as background color :)

2. the tube is simple fpp (bitmap mode). the idea is to alternate between front/back of the tube and the scroller

3. the dof tunnel: it uses the interpolation routine from the voxel (40x25 to 80x50) and has also a lens distortion applied (the dof is done by scrolling a movetable and rotating it around the screencenter)

4. the blue tunnel upwards.. its just incrementing the current char by one.. it's also a loader

5. plasma by degauss

6. jelly bobs by degauss

7. the picture fadein: the patterns are 2x2chars and zoom perspectivically in x and in y (or better perspectivically rotate around x)

8. the picture outfader (some sort of mosaic effect)

9. one framed distorted rotator.. its only possible to use mirrorable content there.. it's a free "graham" zoom/rotator with an applied texture animation and 12 different angle charsets.. (uses tripple buffering for stable 50hz.. (some of the frames need more than one frame some of them less)

10. the core: incrementing current char by 1.. (loader)

11. godray voxel.. uses screen interpolation (40x25 to 80x50).. the idea is to have for every pixel(char) on the screen a special mask which is blittet onto the whole screen if the pixel is emitting light.. (the masks are sorted from outside to inside so that the emitters at the edge of the ball can emit darker light and directly frontfacing light can overleap it with full brightness)

12. youtube is youtube (loader)

13. isometrics: the effect bases on 8 charsets.. 8 animationsteps are done by only changing the charset.. every 8th animationstep the screenram is also updated..

14. ship zoomer.. simeple graham zoomer with around 12 (again i don't remember the number) different charsets for the different ^2 sizes (e.g. 1to2,2to4,4to8,8to16 etc..)

15. the stars (loader): bases on two effects first one is to blit only a char for every dot. font of 64 chars = 8x8 pixel positions.. the problem is that overleaping chars will kill each other.. so we use a special char at pos 4,4 which is a bigger star.. that also looks like flickering and the overpainted ones can't be recognized anymore.. the second effect here is: we have for every screen char a x and y additionvalue to the particle (if it's currently at this screenposition)..

16. hiddenlines.. simple precalced gouraud line animation.. (i never coded bresenham and the lineroutine i used is different very suboptimal but fullscreen)

17. flying home.. is a charset animation.. is a loader

18. krasser effect coded by degauss

19. amigaball.. x and y movement is done by ff06/ff07.. the y lines are rasters (the rastertiming is different whith different ff07).. the x lines are included in the ball animation.. the ball animation is consisting of 32?? frames per frame with around 170 chars..



hopefully that is all for a simple overview..



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