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Vikke
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3rd tutorial on ASM- and HW-coding Posted on 25-Mar-2013 6:04:23
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Regular Member  |
Joined: 22-Apr-2004 Posts: 106
From: Finland | | |
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| So, I'm back with yet another very popular Amiga-effect:
Rolling an image around a copperbar.
SIte: http://vikke.net
This is just a 32px tall copperbar and a 94px tall image. Just to spice up the screen a little bit I put 5 of the same rolling copperbars, and to get a little extra from them I have all five images on the copperbars with a small offset.
Next up will be 64px/200px, and probably with 2 different executables as I did some testing on what kind of routine would look the best. Surprisingly the more mathematically correct method didn't render the better endresult (looking at the test, it isn't really that surprising). |
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spotUP
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Re: 3rd tutorial on ASM- and HW-coding Posted on 25-Mar-2013 11:18:14
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Elite Member  |
Joined: 19-Aug-2003 Posts: 2896
From: Up Rough Demo Squad | | |
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| @Vikke
a tutorial on how to draw filled and unfilled circles really fast would be nice! a dragon ball would be a nice bonus! ;)
thanks for your nice work on the page! Last edited by spotUP on 25-Mar-2013 at 11:18 AM.
_________________ AOS4 Betatester, Peg2, G4@1ghz, Radeon 9250 256mb, 1gb RAM.
http://www.asciiarena.com http://www.uprough.net |
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Vikke
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Re: 3rd tutorial on ASM- and HW-coding Posted on 25-Mar-2013 14:38:34
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Regular Member  |
Joined: 22-Apr-2004 Posts: 106
From: Finland | | |
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| @spotUP
Perhaps I'll do fast circles when I get to writing pixels into the bitfields. There are many possible ways of making circles fast, I haven't tried all of them, but I did quite a lot of testing on circles in AmigaBasic. Yes, I used to test my algorithms in Basic before trying to implement them in assembler.
Loops and such are quite different in assembler, but the algorithms had to work in Basic as well, and doing Basic-code is a lot faster to do than assembler. I think many coders did it this way. I would like to have a good Basic interpreter on Windows, or perhaps I should relearn AmigaBasic as well :)
So, I should have some knowledge on getting circles drawn quite fast, even though I haven't made that many tests on it in assembler.
I don't know what a dragon ball is...? |
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Vikke
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Re: 3rd tutorial on ASM- and HW-coding Posted on 25-Mar-2013 17:46:56
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Joined: 22-Apr-2004 Posts: 106
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| I think here are others on the site that can help with coding as well.
If somebody else wants to make code for fast circle drawing it will be fine with me, as I already have some things planned to make. Although I am open for suggestions on what kind of code to show examples of, I'm afraid it can take some time until I can do much regarding those suggestions.
Last edited by Vikke on 25-Mar-2013 at 05:47 PM.
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kamelito
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Re: 3rd tutorial on ASM- and HW-coding Posted on 25-Mar-2013 20:09:21
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Cult Member  |
Joined: 26-Jul-2004 Posts: 848
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| @Vikke
What would be nice maybe when you do an effect might be an introduction like how the effect x as shown in demo y is done. Your third one could be Ackerlight and Wildcopper demo etc Kamelito |
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Vikke
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Re: 3rd tutorial on ASM- and HW-coding Posted on 25-Mar-2013 20:26:31
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Joined: 22-Apr-2004 Posts: 106
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| @kamelit0
Perhaps I could do that, if I find the appropriate demos. As I have seen the effects some time somewhere, but all this is more or less a rehash of things I have done many years ago. But, the latest was of course from the Wildcopper, that much I too remember :)
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_Steve_
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Re: 3rd tutorial on ASM- and HW-coding Posted on 25-Mar-2013 23:16:03
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Team Member  |
Joined: 17-Oct-2002 Posts: 6824
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| @Vikke
I'd like to echo many of the other comments here, but great work on this. _________________ Test sig (new) |
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