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Quantumized Resolutions: The Crack Intro [2024] |
Released At :
Transmission64 2024
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Pokefinder.org
User Comment Submitted by zscs on 24 November 2024
I planned to create a vertical logo for a while. Figured out, what if I created it as a hires-like logo, since I could use sprites and mix them with a charset-based logo as an overlay. Originally, I wanted to use my old method (e.g. Space Organic Intro ): hires chars as overlay on two multicolour sprites. But, as soon as I played around with the possibilities, I decided to use multicolour charset as background and not only one but two hires sprite layers - which provide the possibility to a(n almost) complete freedom of using 5 different colours in hires mode. Of course, sprites are 21 pixel high while 3-char tall letters are 24 pixels, therefore I adjusted the design to the limitations, actually. :)
In the first version the movements were quite CPU-intensive so I had to figure out some special tricks to make it feasible.
Since I wanted to add a sideborder scroll to it, this whole optimization thing resulted in real headache for WEEKS. Especially, when I realized that, NTSC machines have much less rastertime/frame to calculate the things.
Some special features I can mention:
- sideborder scroll is using special buffering technique to save rastertime
- sinus movements are adjusted in order to create the movement logic fast
- logo animation with the ability of showing independent colour schemes (all letters)
- a very little but special hidden effect ;-)
- 100% coded in SMON $C000, using Vice 2.4 and .vsf files (I have ~100 workstages)
Okay, no real fade-in effect (only a very basic one), no fade-out since I ran out of 16k already (I planned to keep the memory usage below $4000, had to extend it to $44ff).
Please consider that, this intro is old NTSC/NTSC/PAL/Drean compatible - I cannot explain how much work I've put into it to make this happen... (-:
I hope you enjoy the end result and many thanks to GuyGavin for the nice music! ;) |
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