"Make Your Own Demo" demo, Aggression 03/01/1999, 07:05 The wait has been long and painful. Many have suffered on the road to enlightenment. There have been stories and legends, songs of prayer and praise. Heroes fighting against menacing dangers - risking their very existence in the face of powerful enemies. Finally the gods have answered the peoples' prayers. After so many tears of agony Motion will ascend from the skies... ... but there's a catch... I mean, you didn't expect Aggression to really work to complete the bloody thing, did you? Yes?? Well we have even better news for you. You now have a chance to prove yourself worthy by reading through thousands of lines of wonderful Motorola 68030 and DSP560001 assembly, putting it together, reading Finnish comments, fixing bugs, optimizing, tweaking and eventually throwing it all in the bin. Just so as not to make your task too easy (easy tasks are pointless), you must get everything to work on a standard 4MB, unaccelerated Falcon. Of course there's a prize for the person or persons who accomplish this fearsome task. We will allow you the wonderful pleasure of being an *honorary member of Aggression*. That means you can sit at our table at parties, under our glorious flag. You can listen to Panasonic without feeling shame. You can show everyone Braindamage. You can listen to endless questions about new releases. You can shorten your expected lifespan my helping to organize parties and alter voting results so your own crew (in this case, Aggression!) always wins. Naturally, Aggression has never participated in such immoral activities. This package contains the source code for all working effects Aggression created for the Motion demo. It can be manipulated and used as seen fit (credit, where due, is always a nice gesture). All parts compile but there are still some bugs to work out. Precompiled binaries for RGB monitors or TVs are included. You also get all related graphics and music built up from samples in sequence. WizTom's comments: Nothing in this demo has been touched since new year 95-96, most not since summer 95. We simply lacked the time, interest and the Falcons to do something with. I gathered all the sources I was still able to compile and put them, along with needed gfx and binaries, into one archive. This demo was not completed mainly because of memory limitations (some parts take 3.5 megs for precalculations) and really weird bugs in some parts causing random halts. All routines should do panic exit with F1 or space. Usually holding down control shows cpu usage. Screen setups are for RGB since it gives more time then vga. There is a kind of 'kernel' in freeintx.s that is included in the beginning of every source. This does all the system store/restore routines and handles the queue for VBL/Raster/mainloop routines. In the final demo this kernel would just load all parts needed and call their inits. Then the parts would insert themselves into the queue. Technoporn: Fader2 - DSP-based crossfader routine used to play the first animation. The precompiled version works, but something has gone wrong with the source and it hangs on the first frame. Bezier - DSP-calculated texturemapped dot objects (up to 9000 dots) in one frame. You can morph between the objects with F9 and F10. The objects are: flying aggression hornet, snake, torus and the letter A. 256 colours. Explot7 - Weird additive balls/particles in 3d space. Rendered with the DSP. Truecolor. GTmapImp - DSP texturemapping routine with g-shade (additive shade). This just contains the raw polygon innerloops and no 3d math. Some logical bugs with UV steps. 1.25 texels/second. I wonder how the CPU can keep up by feeding polygon data :-). Supports textures up to 120*64 in the DSP memory. Truecolor. PalsDsp7 - Mainly CPU-based rotator/zoomer/sinwave/pixelblur thing. Truecolor. Romeo - Realtime Julian-set morpher. Does all calculations with the DSP. About 17hz update, 256 colours. Lacks interesting set locations, too many 'black' areas. The iteration depth is about 120. Rotta - Your standard 24-bit motion blur rotator zoomer. Keys 1,2,3 and 4 swap the zoomer gfx. Fully DSP-based with lots of time left. A pixelsize of 2x2. Truecolor. Was used in the invitation intro for the Aggressive Party 2. Writer3 & Writer4 - Displays realtime handwriting gfx. Has an Aggression logo with some text screens in between. Truecolor. Mainly created to compensate precalculations for Susie. Susie - Wolfestein/doom routine. Trilinear filtering (mipmaps!) and featuring anti-aliasing of wall edges. The DSP is used just to do the 3d mathematics. Uses blitter in a funny way to read one pixel and write it twice, but this causes problems with the sound DMA. Massive precalculations. All wall heights are in memory. Features a nice roll effect. 2x2 pixels, but proper ultra-low resolution screen might speed it up to 50hz. Truecolor. A world without aggression knows no peace - Setok/Aggression, setok@fishpool.com PS. If you really want to be wimpy you can require the Falcon to have over 4MBs..