Hi Guys!

Here is my 1st-Source-code release on the net...

Enjoy... ;)

The Source is from the main-routine of my
intro called "really unreal" and was coded
nearly one year ago...

as you study the code you can maybe recognize
some patches... ;) they were done because
of the damned deadline for the party... and
what are coders do if they do not find the bug???

they approximate the whole fx to the bug so the
bug IS the FX... ;)

well... to be TRUE... if you run really unreal you
can see that the center-pixel is not correct f.e.
i dont know why but my twirl-generator could not calculate
the center-pixel correct... (circle with radius 1)
so i had to do a patch...

i know that the routines are not the fastest ones... but
remember... the intro made 3rd place and was the 1st intro!!!

well... which routines whould i recode nowadays???

1. the twirl-generator... (not included... you know tha waiting
at beginnig where the taquart-gfx is on screen...)
2. the fire-routine... its possible to speed it up to 50fps...
so let me say... factor 10... ;) or warp 10 ???
3. maybe my line-routine... but it is straight-forward breseham-conversion
so... it should be fast... ok... except for unlooping stuff... but
i dont like "normal" routines to unloop...

ok... enough crap...

just some infos...

there are datafiles and some other routines missing... but for study its
ok i think...

the speed-code looks like this...

ldx angle_of_the_circle_1  ;
lda twirldata,x
ldx angle_of_the_circle_2
ora twirldata,x
sta screen
ldx angle_of_the_circle_3
...

of course there are many special-cases to deal with. f.e.
if the pixels are on the same circle... so you can leave
leave the "ldx angle"-stuff for the 2nd pixel...
and many other... if you do not handle the cases even
with speed-code its not possible to update the sram in 1 vbl...

06. maj 1998, heaven/taquart

nadkar@fh-pforzheim.de