Author Topic: Demoscene, how much of this f*ckery could the PCE do??  (Read 1647 times)

ccovell

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #15 on: July 18, 2016, 12:32:19 AM »
No, the above effect you can easily do on the PCE with the background and overlaid sprites... or with a bit more difficulty with just the BG and dynamic tiles.

touko

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #16 on: July 18, 2016, 01:57:59 AM »
No, the above effect you can easily do on the PCE with the background and overlaid sprites... or with a bit more difficulty with just the BG and dynamic tiles.
Seems a little bit difficult to do the same on PCE without any compromise .

elmer

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #17 on: July 18, 2016, 03:38:52 AM »
Seems a little bit difficult to do the same on PCE without any compromise .

Really, why???

Sprite layer for the foreground/text, and the wave done in the background layer with hblank interrupts.

Am I missing something that it was doing?

That may be the least-talented "demo" that I've ever seen for the Amiga.

<EDIT>

Perhaps I am ...

I guess that you're thinking that the halfbrite on the text layer is going to be the problem.

I'm not immediately sure how I'd do that on the PCE, but I'm guessing (at the moment) that it could possibly be done with sprite-priorities. Touko ... is that the bit that you're thinking of that would need the extra SGX BG layer?
« Last Edit: July 18, 2016, 03:48:31 AM by elmer »

touko

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #18 on: July 18, 2016, 04:24:30 AM »
Quote
Sprite layer for the foreground/text, and the wave done in the background layer with hblank interrupts.
Yes you can do that of course, but your sprite bandwidth should be the limiting factor here (for text and others stuffs) .
But i don't see how to do the transparency effect .  :-k
Amiga works in 320 pixels.

Quote
Touko ... is that the bit that you're thinking of that would need the extra SGX BG layer?
Not only that, you could use the VPC to fake transparency, coupled with some hblank interrupts it's easy to do(and almost free),and you have all your sprites available for some other stuff .
« Last Edit: August 04, 2016, 11:50:30 AM by touko »

Bonknuts

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #19 on: August 03, 2016, 08:49:32 AM »
I could do it without sprites, on PCE. And with two more sine waves with overlapping transparency. :)

ccovell

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #20 on: August 04, 2016, 03:19:56 AM »
I could do it without sprites, on PCE. And with two more sine waves with overlapping transparency. :)
The span of time between your post and the previous one suggests that you have already done so.  Well, go on then.  :-D

Dicer

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #21 on: August 04, 2016, 05:07:43 AM »
I could do it without sprites, on PCE. And with two more sine waves with overlapping transparency. :)
The span of time between your post and the previous one suggests that you have already done so.  Well, go on then.  :-D

Ikr, he's such a tease...


Bonknuts

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #22 on: August 04, 2016, 11:26:21 AM »
Haha. I only say that because I had a similar working demo effect, but with overlapping moore-spiral effect and with translucent text over it.

elmer

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #23 on: August 04, 2016, 12:27:22 PM »
Haha. I only say that because I had a similar working demo effect, but with overlapping moore-spiral effect and with translucent text over it.

C'mon ... it doesn't exist if there aren't pictures!  :wink:

Bonknuts

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #24 on: August 04, 2016, 02:06:55 PM »
Hey now... I have a some demos effects stashed away for a demo... one day. Can't be showing them willy nilly without presentation ;)

elmer

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #25 on: August 04, 2016, 02:44:03 PM »
Hey now... I have a some demos effects stashed away for a demo... one day. Can't be showing them willy nilly without presentation ;)

That's going to be one heck of a demo when you finally get the time/desire to work on it!  8)


No, the above effect you can easily do on the PCE with the background and overlaid sprites... or with a bit more difficulty with just the BG and dynamic tiles.

Haha. I only say that because I had a similar working demo effect, but with overlapping moore-spiral effect and with translucent text over it.

OK, you guys shamed me into actually thinking about how it could be done just like that video (or better).

I get it now. The sine-wave and semi-transparent text is (relatively) easily achieved by writing into separate bitplanes within a BG tileset and then organizing the palette properly.

If you're doing that in the BG, then there's no problem in making the screen 320 pixels (or 512 pixels) wide ... and then doing multiple layers and also something else with sprites.

Neat!

But ... what a fraking waste of programmer time!  #-o

It also makes me even less impressed with the "demo" video and the crew at "insane" than I was before.

Bonknuts

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #26 on: August 08, 2016, 11:02:25 AM »
Hey now... I have a some demos effects stashed away for a demo... one day. Can't be showing them willy nilly without presentation ;)

That's going to be one heck of a demo when you finally get the time/desire to work on it!  8)

 Here's the main problem: Demos need to have good design and presentation. While I can do cool FX - art, design, and overall presentation is not my forte. I mean, I can wing it but it's best of I could collaborate with someone else on this. A team, actually.

 Just look at Titan demo on the Genesis/Megadrive. It's not really technically impressive IMO, but it looks great. Nice artwork, music, animation, flow, etc. And that's what matters in the end.
« Last Edit: August 08, 2016, 11:04:06 AM by Bonknuts »

Arkhan

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #27 on: August 11, 2016, 07:37:34 PM »
Demos don't need good design and presentation.

All you need is a eurowank dance tune, scrolling text with you rambling about what's on screen + shout out to your peeps, and then some flashy effects framed by a static border that looks cool.

lol
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Dicer

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #28 on: August 12, 2016, 01:35:02 PM »
Demos don't need good design and presentation.

All you need is a eurowank dance tune, scrolling text with you rambling about what's on screen + shout out to your peeps, and then some flashy effects framed by a static border that looks cool.

lol

You just nailed about 98% of old school demoscene...

ccovell

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Re: Demoscene, how much of this f*ckery could the PCE do??
« Reply #29 on: August 12, 2016, 01:59:47 PM »
You just nailed about 98% of old school demoscene...

The keyword being OLD school.  If you release more than one demo with just a logo and a scrolltext, you'll get very low marks from current demosceners.