gloky information 148 glöps
- general:
- level: user
- personal:
- first name: vincent
- last name: guesdon
- 64k MS-Dos EGAsikio by Dekadence [web]
- bravo !
- rulezadded on the 2026-02-15 16:31:27
- invitation Atari STe Blink and You Miss It by SMFX & Dead Hackers Society [web]
- for the famous 2plan maping cube in one frame , wow
- rulezadded on the 2026-02-15 16:27:21
- invitation Atari STe Buxton Bytes 2026 - Invitro Disk
- i'm in love with the zoom scroller
- rulezadded on the 2026-02-10 08:53:26
- demo Atari ST Atari STe STay4Evr::SNDH files by Cream [web]
- great !
- rulezadded on the 2026-01-15 10:42:32
- demo Atari Falcon 030 TAEDIUM VITAE by Dune & Alcatraz [web]
- great demo !
- rulezadded on the 2025-12-08 20:17:03
- demo Atari XL/XE U-uuu by Oof Heads
- very nice demo !
- rulezadded on the 2025-12-08 20:15:09
- demo Commodore 64 We Are The Anomaly by Genesis Project [web] & Extend
- great !
- rulezadded on the 2025-12-08 20:11:17
- intro Amiga OCS/ECS XXX by Leader Productions
- nice curve of the scroll
- rulezadded on the 2025-11-09 10:19:09
- cracktro Atari ST Voyage by Gloky & Dubmood [web]
- also, i don't understand why when the music player and the demo runing over one vbl, there is bus error, so i couldn't add some sprite, because of that, (assuming i added a thing to have one frame effect with variable machine time of the sprite rout)
- isokadded on the 2025-11-09 09:43:45
- cracktro Atari ST Voyage by Gloky & Dubmood [web]
- Quote:
Like that sprite rout! Seems very fast to me!
the main loop of the scroller (the display rout) is only 32 scanlines with use of register Xn
(limited amount of bitmap per frame, since the scroll is made of 8x8 caractere
and for the sprite routine i use movep when it's possible (with the small sprites, practicaly always)
movep.w ofc(a0),d0
and.w #mask8bit,d0
or.w #bitmap,d0
movep.w d0,ofc(a0) ; 2 plan masked
also, the calculs of 4 sinus for position is as fast as
move (a0)+,d0
add (a1)+,d0 ; cos1+cos2 of x
and
move (a2)+,d1
add (a3)+,d1
move.l d1,a6
move.w (a6),d2 int(y/4)*160
move.l d0,a6
add (a6)+,d2 + int(x/16)*8 = offset x
move.w (a6)+,d3 ; d3 = numero code genere of sprite
and that's all i think, i'm not awake this morning - isokadded on the 2025-11-09 09:37:53
account created on the 2017-07-10 23:29:05
