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Forums > C64 Coding > Edge of Disgrace
2008-12-27 10:26
Heaven
Account closed

Registered: Jul 2008
Posts: 102
Edge of Disgrace

ok. as some of you know I am coming from A8 scene but I have now watched several times EOD and have to admit not bad at all... but maybe some of you can explain me following things which I spotted:

- Fullscreen zoomer (Girlface)

is it true that this fx removes complete all borders? or fakes so with sprites? if so...cool.

- why are so many plasmas in the production?

I mean... what is the reason?

- Flip disc pic

that is a damned good one... ;) I guess highres?

- dots/vectors

alright... As due to the Berzerk project I know that the bitmap mode is not the fastest one in terms of screen layout... so kudos to this part.

but imho the dot part is very oldschoolish... ;) it lacks little bit of colours... ;)

the vectors are cool indead.

- Imho best part "farbrausch"-like dancefloor

that is the killer imho...

- transitions

The Atari scene lacks in transitions between fx...most of the time "we use" to flip to next fx. As coming from Atari ST and Amiga scene I always was a fan of nice transitions.

So...how do you code or design the transitions? I mean the rasterbars swinging or I would love to do the "colour ram" transitions where f.e. the flip disc pic is whiped off the screen...

is it a simple lookup table thing? or is there more magic "envolved"?
2008-12-27 10:50
Oswald

Registered: Apr 2002
Posts: 5094
- fullscreen zoomer: yes it does remove all borders. you can not fake border removing with sprites, as the borders are always higher priority, you remove border to be able to display sprites in the horder area in the first place.

- plasmas: a) because plasmas can be calculated at copyspeed. b) because enough to calculate just a few lines, and then you can display it as a 200 lines high plasma.

- flip disc: yes

- dots: no bitmap mode here. 32 char wide charset layouts. 3 charsets. main benefit: addy high byte is independent of X coord. main tricks: no perspective, calculated addy is also stored in clr speedcode with as many sta's as dots. pixels are NOT oraed. and the 3d calc is a longer story, but its a very cool idea :)

- agree with the dancefloor being one of the highlights.

- transitions: no recipe here. its up to your coding skills and ideas, and how much do you want to invest. the highres pic fader uses just tables I suppose, I see no need to make it more complicated.
2008-12-27 11:13
Heaven
Account closed

Registered: Jul 2008
Posts: 102
re transitions

what is the maths behind the "wavey" transitions esp. the colour ram ones?

I suppose some sin/cos stuff... but is there an example in terms of code?

I just need to get one working then I got it... ;)
2008-12-27 11:24
Oswald

Registered: Apr 2002
Posts: 5094
the flip disc transition looks like using a table generated with the "plasma algo" and another table (f=x+y) added to that, to get the / movement. then you do lda colortable+table(x,y),x sta screen(x,y).
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