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Author Topic: How the buggerin' hell did...  (Read 4909 times)

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Offline xeron

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Re: How the buggerin' hell did...
« Reply #14 from previous page: July 18, 2008, 07:48:45 AM »
SOTA is a great demo that is rightly popular, but if you're going to pick a demo to marvel over the code, don't pick that one.

Theres nothing in SOTA that is very hard to do. The vectors for SOTA were hand traced, and that would have been laborious and annoying, but not difficult. Also, I have it on good authority (StingRay :-)), that the code itself is pretty awful (don't forget that the original SpaceBalls release had to be fixed by Skid Row for it to work on most Amigas; and that was even before AGA came out).

I'm guessing for 9-fingers they had automated the process of vectorising video frames.
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Offline ddniUK

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Re: How the buggerin' hell did...
« Reply #15 on: July 18, 2008, 08:36:09 AM »
The 9fingers source video is on YouTube...

Will search for the link.


/edit

here we are

http://youtube.com/watch?v=WgriMuXZ3QY

and

http://youtube.com/watch?v=MgcfpQqpf5g&feature=related
 

Offline alexh

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Re: How the buggerin' hell did...
« Reply #16 on: July 18, 2008, 08:53:29 AM »
Did anyone ever try 3D glasses (Red/Blue?) on that scene in SOTA with the rotating 3D grid? Man it was amazing in 1992, I almost wet myself.
 

Offline AeroMan

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Re: How the buggerin' hell did...
« Reply #17 on: July 18, 2008, 11:49:50 AM »
I´ve never though about that.... I need to get one of those glasses and try :-)
 

Offline jmbattle

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Re: How the buggerin' hell did...
« Reply #18 on: July 18, 2008, 01:03:48 PM »
I hadn't realised that it was 3D either...I bet it must have looked bloody incredibly back in the day!

Speaking of which, I recall reading interviews with participants of the demo competition in which SOTA was released, and the reaction was rather mixed.  Some folks loved it, other's criticised it's old fashioned routines.

Personally I love it, and will never forget the day I first watched the demo on my A500 as a child.  Truly magic. Those were the days.

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Offline AmigaMance

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Re: How the buggerin' hell did...
« Reply #19 on: July 18, 2008, 07:31:02 PM »
Quote
Especially 9 fingers... ok it's lo res and probably 4 bit colour.. but still, 880k?

 It's 2 disks, btw. 880k*2
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Offline MarkWatson

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Re: How the buggerin' hell did...
« Reply #20 on: July 18, 2008, 09:11:14 PM »
Its impressive fitting stuff into small memory. If anyone has an x86 box and hasn't seen The Product - this is damn impressive viewing for 64K!

http://pouet.net/prod.php?which=1221
 

Offline pyrre

Re: How the buggerin' hell did...
« Reply #21 on: July 18, 2008, 10:59:02 PM »
how come no one mention the odyssey demo....?
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Offline da9000

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Re: How the buggerin' hell did...
« Reply #22 on: July 26, 2008, 09:48:40 PM »
Quote

weirdami wrote:
Quote

da9000 wrote:
Quote

weirdami wrote:
Quote

pyrre wrote:
But it still looks awesome


Only Amiga makes it possible.  :-D


Hardly...


 :roll:


Trying to bring some semblance of reality into the conversation. I apologize, please go back to fantasy land...
 

Offline Krusher

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Re: How the buggerin' hell did...
« Reply #23 on: July 26, 2008, 10:05:07 PM »
Quote

alexh wrote:
Did anyone ever try 3D glasses (Red/Blue?) on that scene in SOTA with the rotating 3D grid? Man it was amazing in 1992, I almost wet myself.


Actually, I did, red/green and red/blue

Didn't work for me, although I did create a pseudo 3d movie from a vhs source using a framegrabber, and color conversion and a lot of patience  :-D
 

Offline cv643d

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Re: How the buggerin' hell did...
« Reply #24 on: July 27, 2008, 01:03:12 AM »
Quote

pyrre wrote:
how come no one mention the odyssey demo....?


It came on 11 floppies IIRC?

And I was hardly impressed by Odyssey demo when I watched it, boring and lacked cool effects.
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Offline pyrre

Re: How the buggerin' hell did...
« Reply #25 on: July 27, 2008, 01:19:10 AM »
Quote
It came on 11 floppies IIRC?


No. only five....
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