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Forums > Requests > Identify this doughnut
2005-12-10 16:12
peskanov
Account closed

Registered: Mar 2004
Posts: 17
Identify this doughnut

I was looking this page:

http://www.airport1.de/fs.php?/c64.htm

In the "c64 artwork" I can reckon nearly all images from known c64 demos. However, in the third image, there is a textured doughnut I can't identify.

Anybody knows this demo?
2005-12-10 19:37
Oswald

Registered: Apr 2002
Posts: 5086
some samar demo, cant recall the name now
2005-12-10 20:31
Scout

Registered: Dec 2002
Posts: 1570
Quote: some samar demo, cant recall the name now

Yep, it's Air Power

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Commodore 64 Scenemusic Podcast
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2005-12-11 11:56
peskanov
Account closed

Registered: Mar 2004
Posts: 17
That's right, I missed that demo from Samar. Thanks.

The effect is too slow for my taste anyway, what a pity.
2005-12-11 13:18
Oswald

Registered: Apr 2002
Posts: 5086
too slow, bah, codewise its 20 out of 10.
2005-12-11 14:44
Radiant

Registered: Sep 2004
Posts: 639
Still, what's the point in doing an effect if you can only make it run at 1-2 fps? Some very advanced code, yes, but I don't think it looks particularly good... Except in screenshots. :-)
2005-12-11 14:46
Slator

Registered: Jan 2002
Posts: 274
You all better try to share a session of hollowmans samar demo show at some swedish party ;-D

flawless victory....
2005-12-11 15:02
Scout

Registered: Dec 2002
Posts: 1570
Quote: Still, what's the point in doing an effect if you can only make it run at 1-2 fps? Some very advanced code, yes, but I don't think it looks particularly good... Except in screenshots. :-)

In screenshots *and* in the emulator using Alt-W :D
---
-= Silicon Ltd. =-
http://forum.siliconlimited.com

Commodore 64 Scenemusic Podcast
http://8bitmayhem.blogspot.com/
2005-12-11 15:34
peskanov
Account closed

Registered: Mar 2004
Posts: 17
Well Oswald, if you say the code is something special I guess I have to take a peek.

I found this in the doughnut effect, is this a chunky to planar routine?

,16AA: BE 00 98 LDX 9800,Y
,16AD: BD 00 0C LDA 0C00,X
,16B0: BE 80 98 LDX 9880,Y
,16B3: 5D 00 09 EOR 0900,X
,16B6: BE 00 99 LDX 9900,Y
,16B9: 5D 00 0E EOR 0E00,X
,16BC: BE 80 99 LDX 9980,Y
,16BF: 5D 00 0B EOR 0B00,X
,16C2: 91 58 STA (58),Y

I have never seen one on c64, although I programmed plenty of them when I coded Amiga demos.
I am not sure using this kind of code is useful on a c64. On Amiga we used it mostly because:
a) Coding directly for planar was difficult.
b) Redrawing was faster. Graphic memory was sooo slow, it was better to have a chunky buffer on FAST RAM. If you had to draw graphics several times over the same area if was far better to do so on FAST RAM.

2005-12-11 17:09
Graham
Account closed

Registered: Dec 2002
Posts: 990
It's a simple bit depth conversion. You cannot call it a C2P routine since the C64 doesn't have bitplanes. On C64 pixels are either 1 bit, 2 bit chunky, 4 bit chunky or 8 bit chunky.
2005-12-11 17:22
peskanov
Account closed

Registered: Mar 2004
Posts: 17
Point taken, but that's a question of naming. If I understood correctly the code, the source of data in this conversion is a chunky buffer: 1 pixel -> 1 byte. And the result data is the native c64 multicolor format, 2 bits for each pixel, which is nearly planar.

Naming questions aside, the routine seems to be throwing around 60.000 cycles just doing the screen conversion. The code is neat, but it seems a bad choose to me. Direct draw to screen seems to be a better option here.
 
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