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Nightlord Account closed
Registered: Jan 2003 Posts: 131 |
Release id #112378 : Coma Light 13
now that we all had watched this many times, I wanted to ask if the authors can give a bit more info on the technical side of things. The demo has a really entertaining notefile but coders want more detail, so that we know what exactly we need to beat :)
For instance is the shadow casting vector realtime, or the dualpyramid with the 4 circles attached to its vertices. is that realtime?
Thanks again for a great demo.
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Skate
Registered: Jul 2003 Posts: 495 |
well, it would be much nicer to have an official tech notes instead of guessing how those effects are done, right? :) |
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Bitbreaker
Registered: Oct 2002 Posts: 508 |
Skate: No tech note so far, but this might give some more hints regarding the chessboard. It also explains other effects that base on the same principle.
http://www.codebase64.org/doku.php?id=base:twisters_x-rotators_..
@all: Now don't say it is cheap, now as it is clear how things are done :-)
Also the monitors built into our carts are a very legitimate mean to understand what's happening on the screen :-) Don't be a pussy, that is all that we had back these days when we wanted to understand what others did, isn't it? :-) |
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PopMilo
Registered: Mar 2004 Posts: 146 |
Quote: Skate: No tech note so far, but this might give some more hints regarding the chessboard. It also explains other effects that base on the same principle.
http://www.codebase64.org/doku.php?id=base:twisters_x-rotators_..
@all: Now don't say it is cheap, now as it is clear how things are done :-)
Also the monitors built into our carts are a very legitimate mean to understand what's happening on the screen :-) Don't be a pussy, that is all that we had back these days when we wanted to understand what others did, isn't it? :-)
Wow! That is one nice piece of code!
Thanks !!!
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Krill
Registered: Apr 2002 Posts: 2982 |
Just needed to do some forensics, and found that the loader version/configuration string was nulled.
Really, if you need to go into these depths of "optimisation", you're doing it wrong and your cruncher sucks. =) |
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chatGPZ
Registered: Dec 2001 Posts: 11391 |
How though? Whatever isnt needed, gets deleted. And "loader identification string" qualifies for this for sure :) |
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Krill
Registered: Apr 2002 Posts: 2982 |
Oh well, i did hide some version numbers in the code at some point, precisely because of this lame thinking. =)
(And yes, it is needed once in a while (re: forensics), just not for the demo to run.) |
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chatGPZ
Registered: Dec 2001 Posts: 11391 |
> Oh well, i did hide some version numbers in the code at some point, precisely because of this lame thinking. =)
So basically disassembling the binary blob and then kill what shouldnt be there is still needed - thanks for the hint :) |
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Krill
Registered: Apr 2002 Posts: 2982 |
You're obviously trolling, and the source is still open, but setting a few single bytes here and there to... something else will most likely not provide any crunching gain to speak of. =) (If that's what you're after.) |
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chatGPZ
Registered: Dec 2001 Posts: 11391 |
Not trolling at all - disassembling the binary blob and then optimizing it for my needs is what i do, i am faster at that than what it would take to understand the macromessoverkill to do the same with the original source (and AFAIK its also what bitbreaker did before he made his own thing). Its also easier to integrate that way (because i am not using ca65 for anything demoish) |
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Krill
Registered: Apr 2002 Posts: 2982 |
You failed so far to show me a better way of achieving the multi-platform/multi-drive support without macros, and they're generally not used just for the sake of using them.
Also you don't assemble SID tunes for your demos yourself, do you?
The loader is just another library, like SID tunes are, and is supposed to be linked as binaries anyways when you're not using ca65. |
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