DEMOSCENEDEMOS ★ WOLFENSTRAD ★

WolfenstradDemoscene Demos
★ Ce texte vous est présenté dans sa version originale ★ 
 ★ This text is presented to you in its original version ★ 
 ★ Este texto se presenta en su versión original ★ 
 ★ Dieser Text wird in seiner Originalfassung präsentiert ★ 

Just a few words about this final version.
It mainly has a corrected pallete by Voxfreax we managed to fix after the submission.
Quite different and more vivid colors than what has been presented at Forever.

And then there are some additional features I should talk about. First of all, the demo loops endlessly.
At each alternate loop a dithering function is switched on the effects (I couldn't decide if dithering or no dithering looks better :P).
Then, after the first run you can press Space to enter manual control mode and O,P to rotate the view around. Oh yes, realtime baby!

This was a hard but sattisfying work that started 1.5 month ago. It's SDCC C code mixed with assembly wherever it's needed.
This project also helped me to evolve the wolfenstein engine itself which I will certain continue extending it for use in game developing.
I have two ideas I would like to work with in the future, an RPG game based on the semi-precalced/semi-realtime 360 degree rotation method around a stable point in the map (the one you have witnessed in the manual control mode in this demo) and possibly a shooter/action adventure game based on a truly realtime raycasting engine when I become brave to port the whole C code of the raycasting calculations in pure assembly and optimize whatever I can further on. It's quite possible since I have seen realtime raycasting engine already in Spectrum or C64 or AtariXL but it might need more effort from my side to final make it work without bugs and fast enough. Btw,. the greetings part as you might have figured was just an animation sequence of which columns heights and texture coordinates to show next, not a true realtime raycasting engine. Maybe one day.

See you soon(ish), probably in a new demo and hopefully a game too.

Optimus

★ GROUP: DIRTY MINDS
★ YEAR: 2012 ( FOREVER 2012)
★ CONFIG: 128K + AMSDOS + ALL CRTC
★ EFFECT: RAYCASTING , 3D GRAPHICS
★ AUTHORS: OPTIMUS (CODE) , VOXFREAX (GFX) , SICE (MUSIC)

★ AMSTRAD CPC ★ DOWNLOAD ★

Dump disquette:
» WolfenstradDATE: 2013-08-30
DL: 127 fois
TYPE: ZIP
SIZE: 70Ko
NOTE: 42 Cyls
.HFE: OUI

Je participe au site:
» Newfile(s) upload/Envoye de fichier(s)
★ AMSTRAD CPC ★ A voir aussi sur CPCrulez , les sujets suivants pourront vous intéresser...

Lien(s):
» Demoscene » The Cookie 2017
» Demoscene » Only For You Eyes 1
» Demoscene » Chany Cracktro 06
» Demoscene » Huhn Demo
» Demoscene » Remember the 80's
» Demoscene » Logon Demo 1 (Logon System)

CPCrulez[Content Management System] v8.7-desktop/cache
Page créée en 925 millisecondes et consultée 1160 fois

L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.