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Released At :
X'2004
Achievements :
C64 Demo Competition at X'2004 : #4
Credits :
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
Production Info Submitted by JackAsser on 17 March 2005
Since I'm a bad coder I didn't check the values of the $BA ZP-register before I upload the drive code. If you for instance load this demo from the MMC it will fail to upload the code to the drive and thus enter hidden demo mode. To get around this problem simply launch the program from the MMC using the C= key so that it doesn't autostart. Then before you RUN, POKE 186,<drive> | Production Info Submitted by Krill on 18 December 2004
the matrix is calculated even in 24 bits. that is, a 24 bits sine is calculated upon to spit out 9 matrix constants of 16 bits. (using addition theorems to quickly calc the rotation matrix, you lose ~1 bit per add.) the line routines get 16 bit values as well, yet the line loops (bresenham or plain slope add) work as usual, only that the initial counter value is calculated using mod or div.
btw., both the second and the third part have user modes accessible with a joystick in port two. | Production Info Submitted by Oswald on 17 December 2004
clarence: that is not entirely true. the key thing is "subpixel accuracy". When multiplying even 8 bit calculators will have more then 8 bit result, just its thrown away. | Production Info Submitted by Clarence on 16 December 2004
The last part contains the first realtime filled vector calculated with 16 bit numbers on c64. To notice the difference pres key '2' to turn on/off 8/16 bit calculations. |
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