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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 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)
2014-02-19 08:48
Killsquad
Account closed

Registered: Jun 2005
Posts: 17
Quote: 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. ;)


My bad then, I thought your reply was directed to another post :)
2014-02-20 07:36
Bitbreaker

Registered: Oct 2002
Posts: 508
I don't see any problems in scrolling this by copying. Just do it the same style as with a doublescreen picture + add a ringbuffer from where you copy the new slices needed. The ring buffer will be filled by a loader+decruncher. So not much memory managment necessary. Doynax even brings along all things that is required to easily operate such a ringbuffer.
http://www.codebase64.org/doku.php?id=base:double_screen_vertic..
And to launch the long copy job from an irq (so that loader and depacker can still run in the mainloop) you might do the following:
http://www.codebase64.org/doku.php?id=base:launching_long_tasks..

Basically similar stuff as being used in the greetingspart of coma light 13, just that 3 frames where calculated in advance in a triple buffer to get over some cases that use too much cpu.
2014-02-20 08:26
Oswald

Registered: Apr 2002
Posts: 5094
just be careful with starving the loader for CPU. Krill's loader has a timeout, and it will reset the drive after a few frames of no response from the c64 :) Couldnt solve this problem in 'Still Ready' so had to postpone the loading to after the effect :(
2014-02-20 08:41
Bitbreaker

Registered: Oct 2002
Posts: 508
have a quick look into the config.inc and you'll find:
!set DISABLE_WATCHDOG =1
Easy like that :-)
2014-02-20 08:51
Oswald

Registered: Apr 2002
Posts: 5094
yeah, krill told us about the watchdog, we tried take it out, but didnt work. Time pressure was too big to track it down. Probably something got mixed up and the watchdog was still in there.
2014-02-20 13:35
HCL

Registered: Feb 2003
Posts: 728
Solution: Never use someone elses (drive-)code.
2014-02-20 14:24
Bitbreaker

Registered: Oct 2002
Posts: 508
Solution: Don't do demos anymore :-P
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