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Summary Submitted by Sparta on 16 February 2017
Tunnel Vision is a one-filer built around 3 full screen 50Hz tunnel effects.
The first one is character based on a standard text screen and is a true full screen effect. The edges and corners are pre-generated, while the characters with overlaps are real time calculated. This was actually the technically most challenging part which is also very cycle consuming. In some frames there is not enough time left for the music, so I needed to find a work around. I placed the music in the main code and made sure that it is called once every frame. It gets interrupted by the effect running from a raster IRQ and sometimes it is finished in the next frame.
The second tunnel effect is a simple EOR filler on the well known 16x16 char map layout surrounded by a few left over chars stolen from the edges.
The third one is a double-buffer multicolor bitmap effect with 4 colors, 416 real time calculated dots and a some more pre-calculated ones toward the edges of the screen. This part pushes the C64 to its limits with both memory consumption and processing capacity. Again, I needed to use the above work around for the music. This was the first part that I completed, and I could not imagine it with any other music but Robocop 3 which is one of my personal favorites and all time bests.
The fire effect is a simple extended color mode effect that calculates the weighted average of 3 surrounding characters and modifies it using a cosine table, starting at the bottom of the screen.
The solar wind effect uses the same method, only in a circular fashion.
Nothing to explain about the rest of the demo.
Sparta/OMG |
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