Barbitoric and Buggy Boy demos on youtube

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Dbug
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Barbitoric and Buggy Boy demos on youtube

Post by Dbug » Sun Aug 12, 2007 6:48 pm

The quality is crappy, but at least it allows people who never manage to setup an Oric emulator to see an Oric demo:

Barbitoric:
http://youtube.com/watch?v=slHKp9eeosE

Buggy Boy:
http://www.youtube.com/v/Rp1WBfoDWpY

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Re: Barbitoric and Buggy Boy demos on youtube

Post by Spocky » Thu Dec 27, 2012 3:35 pm

Hello everyone,

this post is in particular for all people who made the Barbitoric demo.

I have begin some little demo effect but when I see the lot of demo and in particular Barbitoric, I don't understand how to make some effect. In fact, I don't understand how the oric can make It so fluently. In particular the duck, the vinyle and the plasma (Dbug call it).

I have search in defence-force and the forum but I haven't seen any line code or explanation about it.

So my question: can I have some part of the code use or some explanation about the function used to managed the effect?

I know a code could be really personnal and secrect so if it's the cas I will try to manage it by myself :wink:

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Re: Barbitoric and Buggy Boy demos on youtube

Post by Dbug » Thu Dec 27, 2012 8:26 pm

Spocky wrote:In particular the duck, the vinyle and the plasma (Dbug call it).
The duck was very simple: It's just an animated sequence of the 3D Studio duck saved as pictures and then converted and compressed with FilePack. Then they are decompressed in the redefined character set area. The screen contains sequences of ABCDEF...ABCDEF...ABCDEF.... so the duck appears duplicated on the screen :)

The turn table was much more difficult to make, I had to generate code for each pixel to either plot or erase a pixel, so technically it's a large table of AND/OR/STA.

The plasma is a tricked out fire effect. At least one version was like that, don't remember exactly how it was done. The display is using the TEXT mode with HIRES rasters to generate the many colors.

Spocky wrote:I have search in defence-force and the forum but I haven't seen any line code or explanation about it.
So my question: can I have some part of the code use or some explanation about the function used to managed the effect?
I know a code could be really personal and secret so if it's the case I will try to manage it by myself :wink:
I have to see if I have the code of all of it, if I can find it I can post it on the svn server, but I'm in holidays right now and don't have access to the source code so this will have to wait for 2013 :)

About the secrecy, well, we already have a bunch of stuff available publicly:
- http://miniserve.defence-force.org/svn/public/oric/
- http://miniserve.defence-force.org/svn/ ... bug/demos/

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Re: Barbitoric and Buggy Boy demos on youtube

Post by Spocky » Thu Dec 27, 2012 11:41 pm

Thanks for the answers.

I've looked quickly the svn files. Their a lot of interesting things on it.

The first things I want to try, is to use the duck effect. But when I looked the description of FilePack and memcpy (<= seems to be the function use to display picture as the hires_picture from OSDK shows) I don't understand how do you make it in small area. In fact, if I understand well what you meen, you use only one duck moving for all. For me the tricks would be more easy to use a picture for every frame in fact so with all the duck.

So it's the first (in this case if I can have more detail :mrgreen: ) or the second?

For the source code, It's not important now. with the links you provide me, I have lot of things to look at :wink:

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Re: Barbitoric and Buggy Boy demos on youtube

Post by Dbug » Fri Dec 28, 2012 12:06 pm

If you try to compress all the ducks, you will run into two problems:
1) This will use much more memory
2) You will have to refresh a full HIRES screen, each frame, which is very slow

The effect with the ducks is not in HIRES, it's in TEXT.

The pictures are not decompressed in the video memory, they are decompressed in the redefinable character set area.
Just think of the ducks as large sprites drawn with multiple characters:
ABCDEF
GHIJKLM
NOPQRS

If you poke values at #B400+65*8 you will change the way the A character looks like.
Look there for more details: http://www.defence-force.org/computing/ ... /index.htm

In Barbitoric the fullscreen distorter effect (Mashmallows) with the repeating patterns is done exactly the same way. It's TEXT mode, not HIRES.

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Re: Barbitoric and Buggy Boy demos on youtube

Post by Spocky » Fri Dec 28, 2012 12:19 pm

Ok!

It's really an intersting method.

So when you change in memory the character, it also change on the screen and you don't have to reprint them in fact. I will try to do this.

I will try to do something like this :P

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Re: Barbitoric and Buggy Boy demos on youtube

Post by bigbudd » Thu Feb 14, 2013 7:52 am

Oric ahahahahahahahahahahahahahahahahahahaha


Atari 2600 can run better forum than this

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Re: Barbitoric and Buggy Boy demos on youtube

Post by Dbug » Thu Feb 14, 2013 9:18 am

bigbudd wrote:Oric ahahahahahahahahahahahahahahahahahahaha
Atari 2600 can run better forum than this
Actually no it cannot, it does not have enough memory to store the content of your message, as an example.
Also a single smiley would be displayed almost full-screen due to the limited resolution.

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