Gfa demo - best screen
Moderators: Mug UK, lotek_style, Moderator Team
Gfa demo - best screen
Hello, somebody did it already think coded a megademo in GFA taking again most famous screen coming from the cuddly, mindbomb, ...... that would be a super challenge??
- Mug UK
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There's also Stew's GFA demo as well as the Bunch Demos to look at for proper GFA demo screens.
My main site: http://www.mug-uk.co.uk - slowly digging up the bits from my past (and re-working a few): Atari ST, Sega 8-bit (game hacks) and NDS (Music ripping guide).
I develop a free Word (for Windows) add-in that's available for Word 2007 upwards. It's a fix-it toolbox that will allow power Word users to fix document errors. You can find it at: http://www.mikestoolbox.co.uk
I develop a free Word (for Windows) add-in that's available for Word 2007 upwards. It's a fix-it toolbox that will allow power Word users to fix document errors. You can find it at: http://www.mikestoolbox.co.uk
- SkylineDave
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the Anti-Assembleur Team had a good crack at it with the Ultimate GFA Demo 2 but the Overlanders' Ultimate GFA Demo 1 was better
AKA Megadaz / Black Eagle --- STOS, Dungeon Master and Captive fan!
Developer of DemoBaseST
Developer of DemoBaseST
Even if the generated assembler code is in fact compiled GFA ?!tobe wrote:GFA ! GFA !
But well, rules must be clear, no generated assembler code inside
To check for this is another problem...
15years ago, I was a real purist of GFA, using 68k code for anything but a replay routine was, and still is, an absolute NO-NO. But I see no problem with generating compiled GFA.
If the goal is to make a megademo, this might be necessary to go easy on the disk space. Heavy GFA screens tend to use a LOT of generated code ( I think the biggest .LST I generated was 40+k lines, and the usuals were 10+k ) and inflate the file size of the final .PRG. Generating compiled GFA should be rather trivial ( just have to make sure to 'cleanly' init the variables you need before so you don't trash A5: GFA's 'stack' of variables ).
Ah yes I agree with you, it makes very long listing and takes lots of room once compiled. But on the other hand I'm pretty sure UPX can make it smaller.
I don't disagree with duplicating/modifying compiled GFA code, but if it came to compare screens then we must be able to check the code to be sure its not generating 68k code.
I don't disagree with duplicating/modifying compiled GFA code, but if it came to compare screens then we must be able to check the code to be sure its not generating 68k code.
step 1: introduce bug, step 2: fix bug, step 3: goto step 1.
well.. the rulez could be quite easy made.
1. all use the same Zik + GFX.
2. No DATA Commands (since this is an way to convert pure machine code).
3. No Inlines
4. Format must be .LST.
5. Code controller & Compiler should be Simon Sunnyboy or such.
how about that?
// Marcer
1. all use the same Zik + GFX.
2. No DATA Commands (since this is an way to convert pure machine code).
3. No Inlines
4. Format must be .LST.
5. Code controller & Compiler should be Simon Sunnyboy or such.
how about that?
// Marcer
- Atari ST/FM/E - Mega sTe - Portfolio - Falcon 030 FX 3 in 1 -- Atari 7800/Lynx/Jaguar -
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Marcer: I understand these rules.
It might be a bit painful to generate all the LUTs a screen might need ( think about raytraced based effects e.g.s tunnels, worm hole, wobbly scrollers with reflection, ... )
Also it does not prevent to generate compiled GFA code towers. One can look for some markers in the code ( ~n --> moveq #n,d0. Place 2-4 of them around the base pattern for your code tower and voila ).
It might be a bit painful to generate all the LUTs a screen might need ( think about raytraced based effects e.g.s tunnels, worm hole, wobbly scrollers with reflection, ... )
Also it does not prevent to generate compiled GFA code towers. One can look for some markers in the code ( ~n --> moveq #n,d0. Place 2-4 of them around the base pattern for your code tower and voila ).
Hi ! A coding contest with contrainst, cool
I personnaly made some optimizing contest on ARM processor (GBA cpu) wich were funny. We made three contest, all uses GBA emulator as cool platform (no GBA specific, just write pixel on a memory buffer). We made three contest:
1) the faster flat polygon routine on ARM (asm was used)
2) The smalled executable of a spinning 3d flat cube (very fun, kind of "boot sector" atari
)
3) optimize to the death a public JPEG GBA depacker (35kb of cpp source code only). Only use C/C++ (no ASM allowed for that contest)
One day I'll create a website about these challenge, cool be very cool. Unfortunatly I guess I probably never had time to do it
Btw, you spoke about simon-sunnyboy GFA compiler? What's this exactly? I'm quite interested. By old days, I made a complete GFA compiler "IDE" using a cool gui interface. I never spread it (exept to OVR). Maybe someone has that tool? I don't find it anymore on my disks...
Cheers

1) the faster flat polygon routine on ARM (asm was used)
2) The smalled executable of a spinning 3d flat cube (very fun, kind of "boot sector" atari

3) optimize to the death a public JPEG GBA depacker (35kb of cpp source code only). Only use C/C++ (no ASM allowed for that contest)
One day I'll create a website about these challenge, cool be very cool. Unfortunatly I guess I probably never had time to do it

Btw, you spoke about simon-sunnyboy GFA compiler? What's this exactly? I'm quite interested. By old days, I made a complete GFA compiler "IDE" using a cool gui interface. I never spread it (exept to OVR). Maybe someone has that tool? I don't find it anymore on my disks...
Cheers
Leonard/OXYGENE.
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I think he wants me to be a supevisor or such and put the thing together in the end.
No INLINES is very strict, how to load the music? nd if you want proper quality you just _need_ some m68k for the replayer, it won't sound right otherwise.
No INLINES is very strict, how to load the music? nd if you want proper quality you just _need_ some m68k for the replayer, it won't sound right otherwise.
Simon Sunnyboy/Paradize - http://paradize.atari.org/
Stay cool, stay Atari!
1x2600jr, 1x1040STFm, 1x1040STE 4MB+TOS2.06+SatanDisk, 1xF030 14MB+FPU+NetUS-Bee
Stay cool, stay Atari!
1x2600jr, 1x1040STFm, 1x1040STE 4MB+TOS2.06+SatanDisk, 1xF030 14MB+FPU+NetUS-Bee
you dont need to inline the music to make the call of it correctly..simonsunnyboy wrote:I think he wants me to be a supevisor or such and put the thing together in the end.
No INLINES is very strict, how to load the music? nd if you want proper quality you just _need_ some m68k for the replayer, it won't sound right otherwise.

infact it took me some time before I noticed the function "inline" I used to load the music + gfx. and as I recall I didnt have much trouble about it..
// Marcer
- Atari ST/FM/E - Mega sTe - Portfolio - Falcon 030 FX 3 in 1 -- Atari 7800/Lynx/Jaguar -
- FTP... Ask for info
- Atari Legend (Games all-a-round)
- Paradize (Chip Music)
- Elite (Atari Softs)
- The Legion (Demos)
- Alive Maggie Team
_/|\_YM-RockerZ_/|\_
- FTP... Ask for info
- Atari Legend (Games all-a-round)
- Paradize (Chip Music)
- Elite (Atari Softs)
- The Legion (Demos)
- Alive Maggie Team
_/|\_YM-RockerZ_/|\_
-
- Moderator
- Posts: 5309
- Joined: Wed Oct 23, 2002 4:36 pm
- Location: Friedrichshafen, Germany
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File loading stuff is a nuisance, esp. for small productions. INLINES just load it in one go.
Simon Sunnyboy/Paradize - http://paradize.atari.org/
Stay cool, stay Atari!
1x2600jr, 1x1040STFm, 1x1040STE 4MB+TOS2.06+SatanDisk, 1xF030 14MB+FPU+NetUS-Bee
Stay cool, stay Atari!
1x2600jr, 1x1040STFm, 1x1040STE 4MB+TOS2.06+SatanDisk, 1xF030 14MB+FPU+NetUS-Bee
Here rules for the GFA-screen competition: The screens proposed will not be allowed that if they are entirely programmed in BASIC (GFA, Omikron, STos, .....). Only musical routines (chip, soundtrack.) can be programmed in another language. The converted screens must come only from the great following Méga-demon: Cuddly demonstration, Mind Bomb, European Demon, Just Buggin', Ooh Crikey, Wot A Scorcher, Sowatt Demo, Dark of the spoon, The Union Demo, inner circle,........
The various screens will be subjected to the vote of the members of the Atari-forum.
The Date of beginning of the competition: today
The completion Date: 31/12/2007.
I hope that this forum will promote this challenge
The various screens will be subjected to the vote of the members of the Atari-forum.
The Date of beginning of the competition: today
The completion Date: 31/12/2007.
I hope that this forum will promote this challenge