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demo/aga/Azr_wave.lha

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Showing: m68k-amigaos icongeneric icon
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Short:Final release of the winning TP7 amiga 4k-intro
Author: azure at gmx.net
Uploader:azure gmx net
Type:demo/aga
Architecture:m68k-amigaos
Date:1998-01-09
Requires:Fast AGA-Amiga, (040 or 060 preferred)
Download:demo/aga/Azr_wave.lha - View contents
Readme:demo/aga/Azr_wave.readme
Downloads:1315

This is the 60% release of the winning amiga 4k-Intro on TP7. This  intro
should  have  contained additional THX-Music , but due to several reasons
this was never finished and will never be finished. So this is the  final
release.

Several bugs were fixed - the intro doesnt crash on exit now. I also made
a very simple 030 version. This version just includes (a slower) 030 c2p,
which should improve the framerate on 030 a  little.  Unfortunately  this
also  leads  to  some  flickernig and tearing, which could have been only
removed by a major rewrite of the display-code. Running the  060  version
on  a  68030  will give a very low framerate, but there wont be that much
flicker.

Please dont expect even the 030 version to run fast  on  your  030/50  or
below.  All  routines are quite complex and are optimized for lengths, so
that they need lots of raw CPU  Power.  Well  -  you  should  upgrade  to
040/060 anyways :)

If you are using a 1260 board, please  use  either  Speedychip  (Aminet),
Oxypatcher (commercial) or the newest Phase 5 68060 library (phase5 ftp).
These utilities will enhance the chipmem access speed, which improves the
overall performance of the intro.

Have Fun!

Azure.

azure@gmx.net

Take a look at  http://come.to/amiga  if  you  are  interested  in  amiga
programming.

Some words about the routines:
------------------------------

-The 3d scenes are controlled by a hermite spline raycaster with a
 virtual camera system featuring aimpoints. (like Nullobjects in LW)
-All effects have subpixel/texel accuracy.
-The tunnel, the tunnel with holes and the disc (Planet? Or whatever :))
 were done with raycasting. Please note, that the holes in the second
 tunnel arent genlocked textures, but purely mathematical objects.

Credits:
--------

-Full intro code by Azure.
-Cruncher also programmed by Azure.
-040/060 c2p by Azure.
-030 cpu only c2p by Kalms.


This Archive:
-------------

Wave60_040++.exe   040/060 Version     2432 bytes = 2.375kb
Wave60_030.exe         030 Version     2408 bytes = 2.351kb
azr_wave.readme         Guess what ?


This readme is almost of the same length as the full intro!!


Contents of demo/aga/Azr_wave.lha
 PERMSSN    UID  GID    PACKED    SIZE  RATIO     CRC       STAMP          NAME
---------- ----------- ------- ------- ------ ---------- ------------ -------------
[generic]                 2408    2408 100.0% -lh0- 9190 Jan  7  1998 wave60_030.exe
[generic]                 2432    2432 100.0% -lh0- 0588 Jan  7  1998 wave60_040++.exe
[generic]                 1173    2239  52.4% -lh5- cdd4 Jan  7  1998 azr_wave.readme
---------- ----------- ------- ------- ------ ---------- ------------ -------------
 Total         3 files    6013    7079  84.9%            Jan  8  1998
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