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Portable Network Graphic  |  1990-01-01  |  29KB  |  752x576  |  8-bit (24 colors)
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OCR: JPN's chatterbox page 03 Vision-Megademo IV part is very boring because of the really 'classic' features of a standard After inserting the disk a track-loader demo (sinus/cosinus/sinus/scroll. . . . ) . The code is o.k. but nothing difficult loads while displaying a scrolline and to make. a logo moving on a sinus-wave on the 0 12 3 4567 8 9101112131415 x-axis. A funky music doesn't make you code to become impatient and while loading you can read thousands of greetings, . . Muzax: The trackload was proper coded (Many GFX group's trackloaders tend to crash sometimes t), after recrunching other Second made me more happier because it and pressing space the first part app- contains something partly 'NEW'. Many ears and a really boring screen awaits 1 plane scrollies Moving on (I won't you. A scrolline bordered with chains say. . . . refer to part one!) are display- which are moving on sin-waves on the x- ed the same time with different point- axis (I don't want to count this effect ers for the sinus-data-list. The upper this megademo. .. ). The main action screen is used for a logo and the back- is located on the lower part of the in ground is just filled with a little screen. Background contains a vision analyzer using some lines. Again good code (but nothing special) but in fact logo which is moving on sin/cos-waves and 4 skulls (good painted) are also that the scrollers probably use whole Moving on sin/cos-waves (other steps on blitter-time nothing else was possible to be added. The sound is . . . unghs ? data-lists). The skulls are animated according to the music which is quite 0 12 345678 9 8101112131415 o.k. ! And finally some 'balls' moving code above all should make you feel that they managed trial-playfields but the Muzax: balls are just sprites (That's why only GFX an elyptic movement is included), This Flip over to the next page IIDE HE HSED IS SEEDD EOB BISE WBIIIDE