Zombie

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Stef
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Post by Stef » Wed Nov 14, 2012 4:20 pm

+1

bioloid
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Post by bioloid » Tue Dec 11, 2012 12:36 am

A new one, as promished. Done fastly for the december 21. weird as well.
http://www.pouet.net/prod.php?which=60832
See you!

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TmEE co.(TM)
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Post by TmEE co.(TM) » Tue Dec 11, 2012 6:20 am

This one had some pretty cool parts in it !
Mida sa loed ? Nagunii aru ei saa ;)
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen

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Stef
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Post by Stef » Tue Dec 11, 2012 9:16 am

Look trashy but nicely done :)
Also you used hardware this time to produce some neats effects !

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sigflup
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Post by sigflup » Wed Dec 12, 2012 11:09 pm

Yeah, I really like the feel of this one. Nice work

bioloid
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Post by bioloid » Sun Dec 16, 2012 1:52 pm

Used a custom SGDK version, but here is the cylindrical effect : http://pastebin.com/2CrA5EgK
Note that it heavily depends of used textures (horizontal tubes are cool).

And here is an old playable version : http://downloads.kstorm.org/tape21_wip.7z (may not work on real hardware, unsure).

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Stef
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Post by Stef » Sun Dec 16, 2012 4:02 pm

Nice creation again, i really surprised it can handle the hint code fast enough (it seems you use 2 scanlines hint granularity).
I also really like the "end of world" weird style music ;)

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Post by bioloid » Sun Dec 16, 2012 10:02 pm

Thanks Stef! Was surprised as well, it's basically coming from playing with the axelay effect, and being kind of lucky, but the one I prefer is the "circular effect", I even don't get how it works ;)

edit: and to precise, following months/years I won't be able to make other demos, cause of professional/personal life changes, but if someone needs raw musics or bitmaps, I'll be pleased to help.

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Stef
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Post by Stef » Mon Dec 17, 2012 12:04 pm

Yeah the circular effect looks pretty nice too, it seems you use the cell vertical scroll for this one.

Too bad that you won't have anymore time to make others demos for genesis, your originals creations are very appreciated :o

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Christuserloeser
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Post by Christuserloeser » Mon Jul 22, 2013 10:52 am

Someone got a copy of the Pastebin upload (cylindrical effect) ?
http://www.DCEvolution.net - Gigabytes of free Dreamcast software for you

Image

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Stef
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Post by Stef » Mon Jul 22, 2013 2:27 pm

If you mean the source code, here is it:

Code: Select all

#include "effect_cylinder.h"

void EFFECT_cylinder(int sens, int speed, int length)
{
    u16 j = 0;
    u16* scrollTable;
    u16 curY;
    int curX;
    u16 ttt=0;
    int vscroll;
    u16 scr = 0;

    void initTable()
    {
        scrollTable = (u16*)MEM_alloc(21*42*sizeof(u16));
        vscroll=0x840; 
        int k, h;
        int center = 12;
        for (k=0 ; k<42 ; ++k)
        {
            int count = (k*k)*0.02f;
            for (h=0 ; h<21 ; ++h)
            {
                int xv;
                if (k<center) xv = (h-10)*(h-10)*((center-k)*(center-k))*0.004;
                else xv = -(h-10)*(h-10)*((k-center)*(k-center))*0.004;
                scrollTable[k*21+h] = 0x840-count+xv;
            }
        }
    }

    int posY = 0;
    u16* scrollData = NULL;

    void vblank()
    {
        ++ttt;
        curY = 0;
        posY += sens*speed;
        
        scrollData = scrollTable;
    } 

    void hblank()
    {
        vu16 *pw = (u16 *) GFX_DATA_PORT;
        vu32 *pl = (u32 *) GFX_CTRL_PORT;
        int val = -posY-ttt/4;
        
        int x;
        for (x=0 ; x<21 ; ++x)
        {
            u16 addr = (x&0x1F)*4;
            *pl = GFX_WRITE_VSRAM_ADDR(addr);
            *pw = val+scrollData[x];
            *pl = GFX_WRITE_VSRAM_ADDR(addr+2);
            *pw = val/2+scrollData[x];
        }
        
        scrollData += 21;
        curY++;
    } 

    GSKE_setScrollMode(GSKE_HSCROLL_Plane, GSKE_VSCROLL_Column);
    
    initTable();
    
    u32 start = SND_getTime_PCM();
    
    int xs=0, ys=0;
    
    u16 w = cylinder[0];
    u16 h = cylinder[1];
    VDP_setPalette(PAL2, &cylinder[2]);
    VDP_loadBMPTileData((u32*) &cylinder[18], 1, w / 8, h / 8, w/8 );
    for (ys=0 ; ys<VDP_getPlanHeight()/(h/8); ++ys)
    for (xs=0 ; xs<VDP_getPlanWidth()/(w/8); ++xs)
        VDP_fillTileMapRectInc(APLAN, TILE_ATTR_FULL(PAL2, 0, 0, 0, 1), xs*(w/8), ys*(h/8), w/8, h/8);
    
    w = cylinder_back[0];
    h = cylinder_back[1];
    VDP_setPalette(PAL1, &cylinder_back[2]);
    VDP_loadBMPTileData((u32*) &cylinder_back[18], 257, w / 8, h / 8, w/8 );
    for (ys=0 ; ys<VDP_getPlanHeight()/(h/8); ++ys)
    for (xs=0 ; xs<VDP_getPlanWidth()/(w/8); ++xs)
        VDP_fillTileMapRectInc(BPLAN, TILE_ATTR_FULL(PAL1, 0, 0, 0, 257), xs*(w/8), ys*(h/8), w/8, h/8);
        
    SYS_setVIntCallback(vblank);
    SYS_setHIntCallback(hblank);
    VDP_setHIntCounter(1);
    VDP_setHInterrupt(1); 
    
    curY = 0;
    
    u32 t=0;
    do
    {
        u32 ct = SND_getTime_PCM();
        if (ct>start) t = ct-start;
        
        VDP_setHorizontalScroll(APLAN, 0, sinFix16(t*speed/20)*2);
        VDP_setHorizontalScroll(BPLAN, 0, sinFix16(t*speed/20)*2);
    }
    while(t<length);
    
    SYS_setVIntCallback(0);
    SYS_setHIntCallback(0);
    MEM_free(scrollTable);
}

alko
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Re: Zombie

Post by alko » Sun Apr 30, 2017 5:44 pm

Stef wrote:If you mean the source code, here is it:
translate into the new version syntax please
Image

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