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Forums > C64 Coding > Datastorm Demo effects - awesome!
2014-02-17 20:37
Xenox

Registered: Jun 2003
Posts: 87
Datastorm Demo effects - awesome!

I'm really shocked about the very good quality of the demos released at the Datastorm2014, really, really great stuff, the gfx are amazing with very good code and music...!

I really, really, like the bg Datastorm bitmap picture in "We are all connected" at the beginning...

My question is, how do they do that moving the bitmaps... i'm really impressed...!

We Are All Connected

Frank
 
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2014-02-18 08:21
algorithm

Registered: May 2002
Posts: 705
Quoting Perplex
Quoting algorithm
If you need more cpu time for other things, then 1 pixel scroll per frame should be much more than sufficient.


Unless you want to do loading, decrunching and perhaps some other stuff at the same time, of course.


Why would that be an issue? :-)
2014-02-18 13:29
JackAsser

Registered: Jun 2002
Posts: 2014
Guys... come on.

A hires bitmap is 9000 bytes colors included. If you move in 25fps like in the demo you will have 16 frames to render a new offscreen page scrolled one char. In total you'll need to perform 9000 lda+sta = 9000*8 = 72000 cycles. Divided on 16 frames => 4500 cycles per frame. I.e. about 20%-25% of available CPU-time. I.e. LOTs of time left for anything else, loading included.
2014-02-18 13:34
TPM

Registered: Jan 2004
Posts: 110
Quote: Quoting algorithm
If you need more cpu time for other things, then 1 pixel scroll per frame should be much more than sufficient.


Unless you want to do loading, decrunching and perhaps some other stuff at the same time, of course.


i know the feeling ;) did lda/sta, 2 frames in http://csdb.dk/release/?id=105226, takes almost half the screen .. but like We Are Connected it's not thát hard.. memory management is harder, i think.
2014-02-18 13:48
Perplex

Registered: Feb 2009
Posts: 255
Quoting TPM
memory management is harder, i think.


Indeed.
2014-02-18 13:55
Perplex

Registered: Feb 2009
Posts: 255
Quoting JackAsser
In total you'll need to perform 9000 lda+sta = 9000*8 = 72000 cycles. Divided on 16 frames => 4500 cycles per frame. I.e. about 20%-25% of available CPU-time. I.e. LOTs of time left for anything else, loading included.


Yup, plenty of time, I have not claimed otherwise.

Double the scrolling speed though, and not only do you have to spend twice as many cycles on moving bitmap and screen data, you also have to load and decrunch new data twice as fast to keep up with the scrolling, and with much less free cpu time in which to do it.
2014-02-18 14:28
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Quoting JackAsser
In total you'll need to perform 9000 lda+sta = 9000*8 = 72000 cycles. Divided on 16 frames => 4500 cycles per frame. I.e. about 20%-25% of available CPU-time. I.e. LOTs of time left for anything else, loading included.


Yup, plenty of time, I have not claimed otherwise.

Double the scrolling speed though, and not only do you have to spend twice as many cycles on moving bitmap and screen data, you also have to load and decrunch new data twice as fast to keep up with the scrolling, and with much less free cpu time in which to do it.


Well... that's why you don't normally scroll in 50fps for a bitmap scroller unless you resort to VSP.
2014-02-18 15:09
Killsquad
Account closed

Registered: Jun 2005
Posts: 17
Quoting JackAsser
Well... that's why you don't normally scroll in 50fps for a bitmap scroller unless you resort to VSP.

Which takes us back to square one (or post 10) ;-)

Quoting Perplex
Quoting algorithm
If you need more cpu time for other things, then 1 pixel scroll per frame should be much more than sufficient.


Unless you want to do loading, decrunching and perhaps some other stuff at the same time, of course.
2014-02-18 15:51
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: Quoting JackAsser
Well... that's why you don't normally scroll in 50fps for a bitmap scroller unless you resort to VSP.

Which takes us back to square one (or post 10) ;-)

Quoting Perplex
Quoting algorithm
If you need more cpu time for other things, then 1 pixel scroll per frame should be much more than sufficient.


Unless you want to do loading, decrunching and perhaps some other stuff at the same time, of course.


No, square 1 was:

"My question is, how do they do that moving the bitmaps... i'm really impressed...!"

No magic, just 25 fps and lda+sta which gives plenty of time for load and decrunch.

BUT, if you want 50fps you need something else, but that's not square 1. ;)
2014-02-18 16:27
enthusi

Registered: May 2004
Posts: 677
Hehe, I did bitmap scroll in 2014 too!
The Forest Deep
2014-02-18 17:45
algorithm

Registered: May 2002
Posts: 705
I used it in the intro of Sabrina - The Demo
Large multiple screen tall bitmap with inline decompression in Algotecher
and in mcol-ci interlaced mode in Demolicious (Which needs to process twice the amount of pixels)
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