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CONTRAST.ZIP
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1994-11-20
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******************* CONTRAST / a TFL-TDV production (C)1994 *******************
- first shown on 31 october at the Wired Party 1994 - Mons/Belgium
- 2nd place (wow!)
Warning :
This demo only works with 600Kb of conventional memory (using QEMM).
If you're lucky, and you have enough memory, you should have a chance to
see the final part of our demo : The Star Wars Scroller.
If not, yeah, you'll see an all new and unique random star generator...
(300Kb of precalculed tables) We're sorry about that ...
(Launching the demo without the setup could help, using the batch file
created by the setup for example).
if the demo doesn't look nice with the default config :
386 SX16-20 : try with NO SOUND or GUS : contrast -w1 -s4 (or - s1 for GUS)
386 DX33-40 : try with SB 22khz or GUS : contrast -w1 -s5 -m22000
486 DX33-40 ISA : try with SB 22khz or GUS : contrast -w1 -s5 -m22000
486 VLB : the default config should be nice (try -w1 if your VGA accepts it)
The DEMO needs EMS if you use an SB/PAS or WSS !!!!! (GUS has its own RAM :-) )
type contrast /? for help !!!!
1) TFL-TDV : The FLamoots - The Dark Vision
--------------------------------------------
There are mainly two philosophies in our crew :
first, we have The Dark Vision partisans... they are active during the night,
and their favourite places are cemeteries...(You can recognize them by their
black glasses and black T-shirts)
Then, there are The FLamoots, partisans of self-derision... Their main rule :
"Drink a beer as I do, and brush your teeth before going to bed :-) "
Their favourite places are those where they can express their famous style of
dancing.... (You can recognize them by the purple flowers on their shorts and
their "Flamoot Inside" T-shirts)
Fortunately, the 2 species have common interest for coding and moving on
HardCore tekkkno !!!!!
2) History
-----------
Hi ! Dis is Type One speaking , the main coder of TFL-TDV......
Okay let's go .... CONTRAST is the first common release by TFL-TDV !
There were before 2 independants crew : TFL (mine) and TDV
All began at The Low Density party where I tested some beta-rotative-zoomers
routs on Antares's PC .... (I wished to do an only Type One - intro, bigger
than the kukoos and no specially for a BBS). I went there with some new guyz
of my university (TDV members) and i told them i wanted to release a big intro
in the summer hollydays..... Morflame/TDV told me that he was working on a
powerful Virtual 3D engine and that interested me a lot (coz i never code
3D yet :-) ). That was the first point ....
Then came the summer hollydays ..... during July and August, i coded like a
"beast" (hey i had successed in my exams :-) !!!) and in middle august, i've
heard about a new party in Belgium in end of october... So i took the phone,
i called Morflame and proposed him to do a fusion between TFL and TDV
(coz TDV has some excellent gfx men and TFL has a good musician) and to
participate at the Wired (i had about 6 screens "ready"). And during the
hollydays, i had dramaticaly optimised my Zoomers and Distorts, i've done
some research about the VGA registers and set up my 160x100 hardware mode
and other tricks i should use in a next prod. (ex. kukoo3, Wired95 :-) )
At the same time, i saw Earthquake/IGUANA at Morflame's house, and specially
the famous waves screen.... I saw it during 5 minutes and thinked first about
the projection system (i used a similar algorithm in an old PAS proggie i
wrote 3 years ago....). So 2 days later,i had coded a real time projection map
working in 160x30 which runned at 70 f/s on my 486 DX40. But the major problem
was the liquid consistence : i never believed i could get the same effect ...
I firstly coded some fire routs on the map, just to see how it looks (no really
great), I adapted my Rot-zoomer on the map (not attractive too)... so i've put
the screen temporaly in the "trash".
Then i worked on the general demo system... i had to find a decent modplayer: i
took MIDAS and a datafile maker: i took PDFIK.... i worked on the interrupts
system (double/triple/no buffering), on the VGA setup lib. I had to duplicate
the Distort and Zoom algos becoz of incompatibility of some VESA/VLB cards
with 160x100 (cards which ignore the clock doubling in mode 13h !!!!! :-( )
Well finaly, 2 weeks before the Wired, i saw some equations posted by
ARM/Iguana talking about the liquid consistence !!!!! WOW great !!!!! I d/l
the doc and tried to understand .... (ow, the explanations were no really
easy for a guy who had no idea about fluid mecanic :-( ... hey, i am in
Computer science not Engineering !!!! so, the equations had strange syntax
for me..... but fortunately, ARM put some lines in spanish at the end of the
doc, and that was clear for me.... So i began to code about 5-6 algos until
it worked (1 day of full work) and then i phoned crasy to Morflame !!!!!
I CAN DO IT!!! I CAN DO IT!!!! then during the week, i played with the effects
(i just had no time to implement some rotations :-( becoz we had to integrate
all the parts of the different coders and implement the synchro flags)
Well, so you now know that I didn't debug Earthquake to do the effect :-)
and I even don't have that demo at home .... (I promise i will copy it :-) )
3) General Infos
-----------------
- 2 months of hard work (with some routs already operational) !!!
- about an HALF-MEG of pure ASM source code
- 21ko C source code (just to call the parts with tune-synchros parameters
and to link with MIDAS)
- supports GUS, SB/SBPro/SB16, Audio Spectrum, Windoze Sound System
(works on SB16 and AWE32 becoz of new midas.32c patch !!!)
- use MIDAS Sound System v32c
- use PDFIK datafile maker/Psychose
- needs a 386 compatible machine
- needs a 100% VGA compatible card for better performance (VLB better!)
(warning TRIDENT 9400CX, S3 and some other VESA/VLB cards are only 99% reg.
compatible !!!!!)
--> i've put a switch : -w0 by default (works on all cards even on 99% reg
compatible, but my zoomers/distorts are slower :-( )
-w1 for boosting your VGA !!! (use it on ISA boards)
rem: on 386 SX-20 ISA with -w1 and without muzak (or GUS), my rot-zoomers
and distorts are working at 70 f/s !!!!!!!! (no 4x4 pixels !!!!!)
(i can even adapt the algo for 286 !)
- there are some magic keys :
+/- : enable/disable CPU time (some ugly rasters :-) )
Spacebar: skip to the next part !!!
Esc: skip the demo :-( !!!!
In WolfenStein part, try F10-F11 for low/high detail
- type /? at the command line to see the differents options when running
the demo (there is a usefull -gxx switch to get into the part of your choice)
4) Who has done what ?
-----------------------
The muzak : tracked by Fred (with Protracker 2.0/Octalyser - Atari 1040 STe)
4 voices - 31 samples - 465Kb
Main.C +extras: by Type One (BC++ 4.0 + TASM 3.1)
General SetUp : by SAM (TP7)
We have used BP/TP7 and GFA BASIC 4.00 for creating our tables
0. Warning!! Only ASM ....
CODE by Type One (MASM 6.0)
GFX ripped from Ultimate GFA demo/OVR - Atari ST
1. Shadelines
CODE by Bismarck (MASM 6.11)
2. Title "CONTRAST"
CODE by Type One (MASM 6.0)
GFX by Zoltan (DP IIe)
and Fred (Degas Elite - Atari ST)
3. MultiFire
CODE by Type One
4. Rotative Zoomer
CODE by Type One (MASM 6.0)
GFX by Type One (hey, dis is my head :-) ) (DALI 3.1G AtariST + DP IIe)
5. Sinus Distorter
CODE by Type One (MASM 6.0)
GFX by Zoltan (Photo Styler)
6. Double Plasma
CODE by Type One (MASM 6.0)
7. Unlimited ripped sprites
CODE by Sam (MASM 6.0)
GFX by ID Software :-)
8. Elephant
CODE by Type One (MASM 6.0)
GFX by Fred (Degas Elite - ST)
9. Dots morph
CODE by GOPI (MASM 6.1)
10. Waves
CODE by Type One (MASM 6.0)
GFX by Zoltan (Photo Styler)
11. WolfenStein
CODE by M