ultra information 623 glöps
- general:
- level: user
- personal:
- first name: emmett
- last name: brown
- cdcs:
- cdc #1: Virtual Escape by Equinox [web]
- cdc #2: The Union Demo by The Union
- cdc #3: Dark side of the spoon by Unlimited Matricks
- cdc #4: Edge of Disgrace by Booze Design
- demo Atari ST Atari STe STay4Evr::SNDH files by Cream [web]
- CiH...
Maybe I need to clarify this a bit more. Of course, heftig will never released in the form it was originally planned. I deviced to cut the demo into pieces..
Instead, you've been getting heftig bits for years now... All the demos we've released since 2015 only had heftig effects, and there are still enough left for more demos...
Stresstest was the reset part of heftig. The original reset part of heftig was even more oriented towards Sono...
UltraBooST only had heftig effects, including physics stuff. Okay, the 3D mapping objects were new and not in heftig.
This release only contains heftig effects... All heftig effects (with a few exceptions) are based on this technique with the alpha layer... In other words, this (except for minor optimizations, textures, and colors) is 20 years old.
Yes, it seems that the release is a port of 18 years (in parts). However, it's more the other way around. 18 years had a few heftig effects... or better the maps for the effects.
Btw. I'm writing some additional stuff about the effects in the scroller.
Anyone who still asks about heftig will be removed from the greetings in the future :) (just kidding) - isokadded on the 2026-01-14 11:06:39
- demo Atari ST Atari STe STay4Evr::SNDH files by Cream [web]
- if you have problems to download use this:
download
i forgot the httpS...anyway - isokadded on the 2026-01-13 14:46:20
- demo Atari ST Atari STe STay4Evr::SNDH files by Cream [web]
- Prologue:
------------------------------------------------------
Who would have expected it?
There really was a way out! We had been trapped in this mysterious brown box for almost 1 1/2 years.
We had tried everything: pokes, assembler data lines, even brute force.
Nothing worked.
And then the solution was so ridiculously simple that it almost mocked us.
A forgotten BASIC Easter egg from Microsoft showed us the way out.
Try it yourself: WAIT 6502,1
The output of this inconspicuous command created a paradox that tore open space and hurled us back toward home at nearly the speed of light.
Suddenly we were free... ejected from the brown box and straight through space and time.
During our journey back home, we made a brief stopover in 2005 to recover a few demo effects of heftig that were believed to be lost.
Without this stop, they would likely have been lost forever.
Youtube
cream headquater
If you haven't seen the main demo STay4Evr yet, catch up here:
STay4Evr main demo - isokadded on the 2026-01-13 14:35:41
- demo musicdisk Atari ST STay4Evr by Cream [web]
- Oh, sorry... I just saw that.
How do the 64 volume trick work?
It's actually pretty simple on the Atari. It doesn't work with a normal YM voice. You have to use PWM (or something similar), for example.
When you create a PWM voice, you normally switch between $f and $0 at full volume.
The trick is not to switch between $f and $0, but between $f and $8 or $3 and $2 (softsid also works this way). The difference between the output volumes is then the effective volume... In the example $f and $8, you create a waveform with a DC offset (DC voltage component), which can lead to crackling (see flash gorden at the beginning). That's the Atari side. Easy...
Now comes the part where you have to do a little more. It's best to precalculate in C or something similar. The real trick is to calculate a table of which volume values to use.
To create this table, you need to know which ym volume produces which output volume. It is important to note that the ym is not linear! There are tables for this, e.g., in steem. The values are, for example, from 0-1. Let's call them outputVolume.
So you think in advance about what volumes you will need. How much and what progression. In our case for the C64, we decided on a linear progression of the volume and we took 64 volumes... Theoretically, more is possible... but the more you use, the less likely it is that you will hit the exact volume.
Then take a value from your target volume table, e.g., 0.5.
Next, use the table from Steem to find two suitable values.
One for hi and one for lo. You can see whether the values match by calculating:
outputVolume = outputVolumeHi-outputVolumeLo
Take values for lo and hi that produce the smallest error. Do this for all values in your imaginary volume table...
And congratulations, you've calculated your volume table to use on Atari.. :) - isokadded on the 2026-01-09 10:57:21
- demo Commodore PET PETpeeve by Rabenauge [web] & Plush [web] & Crest
- nicey...
world needs more pet hw hacking demos :) - rulezadded on the 2025-10-31 18:23:07
- cracktro Atari ST Skrull - Crack-Intro by The East Cracking Group & Checkpoint [web]
- nice one... welcome back... :)
- rulezadded on the 2025-03-25 07:46:35
- 64k Atari ST Ika I Compofylla (party ver.) by Newline
- cool idea...
remembers me alot to the vc20 unconnected memory trick... if you set the screen to a memory location where no ram is installed...
the video chip displays all what is happening on the bus or better the last byte which was read...
really funny mode on vc20 since you can have some kind of packing of the screen data.
i descripe it here in more detail: https://www.pouet.net/topic.php?which=10628&page=1#c510790
anyway ... good job :) - rulezadded on the 2024-07-08 07:54:51
- 96k Atari ST A Series of Raster Effects by SMFX
- nice one... have to check again. so far i remember the checker board looked pretty nice...
- rulezadded on the 2024-07-08 07:46:09
- demo Atari ST (n)0 PIXELS (n)0 REGRETS by Dead Hackers Society [web]
- nice one...
- rulezadded on the 2024-07-08 07:45:07
- demo musicdisk Atari ST STay4Evr by Cream [web]
- cih... maybe some words to make it more clear what this is:
-the sid emulation is fully based on ym2149 features + timers. means this works fine on a 520st in the same quality. no dma replay. except of filters all is emulated.
-all rob hubbard musics have been reassembled and translated to 68k. no 6502 emulation
-the other musics are streamed with on the fly depacking. streamed means here the sid registers are streamed.
-the basic is a full functional c64 basic. no 6502 emulation. the entire kernal has been reassembled and translated to 68k code.
all musics will be released as sndh because it's a normal ym2149 song. and of course it can be used in a stand alone st production. - isokadded on the 2024-07-07 13:13:02
account created on the 2005-04-22 15:09:34
