I’m half a week behind with the post because… well life stuff again, but there was another new monthly demo released last Wednesday under the Cosine flag; it’s named MD201606 – JSL Poop because it uses a two and a bit screen high conversion of a JSL-drawn picture called CSDb Shit. It took a couple of days to convert the picture and clean it up so that the text was more legible, write the bitmap scrolling code and generally put everything together including a great last minute musical contribution from aNdy.
There’s been quite a bit of “scene drama” behind the picture; it was originally posted to Facebook by JSL for around twenty minutes until he decided to remove it but, social media being what it is, that was more than long enough for it to be downloaded and, a few hops later, there was the CSDb entry. The question of whether somthing like this counts as a C64 scene release has been raised in the comments there but, to my mind at least, it references people, a website and events within that scene so is perfectly valid even before we consider the C64 scene’s history of ragging images in paper-based magazines or on disk envelopes.
I was challenged over my actions and asked if I had a reason to hate JSL; the answer to that question is no I don’t and my primary motivation was the challenge of pushing the aforementioned image into the C64 and making it scroll, even if that proved to be far less difficult than I’d expected! But at the same time, JSL’s posting the original picture made a statement even if he wasn’t brave enough to stand by his guns afterwards, so in that respect MD201606 can probably be considered a tweak at his nose , albeit without much malice intended; perhaps it’ll serve as a reminder in future though, if he doesn’t want things he creates seen by others it’s best to not distribute them on the internet in the first place! There’s some source code I’ll possibly regret posting over at Github…
One thing I’m occasionally prone to (in much the same way that the Pope is, allegedly, occasionally prone to defecating in woodland areas) is getting a little carried away; the simple DYCP I’ve previously mentioned was going to be just that, it really was… until part of me decided to bolt a similarly simple tech tech routine in!
And stopping with only two thirds of the screen occupied like that would have been close to impossible, difficult, so MD201605 has all of the above and a third routine which might not even have an official name! In my mind it’s a “Drive rez” effect because it dissolves two logos together and I first saw it in a demo part by Drive which was a contribution to The Ruling Company’s Mega-Co Demo back in 1989.
The source code has some ACME trickery to unroll the DYCP clear and draw routines (so there’s just the one iteration in the source with a loop around it to generate a large chunk of code in the binary) but should still be readable since there are no “trickier” optimisations like MD201602 has to obfuscate things. I wonder if my DYCP fixation is dealt with now…?
There was a new C64CD release last Thursday called F15 D’Gamma Clone, it’s a crack intro style single screen affair for the Apple II (based on two intros by Black Bag and The Six Pack) and is my second released production for said machine. Of course it didn’t bloody work in the initial release because the way I was reading the vertical blank isn’t a constant, but Atari Age user cybernesto helpfully forked and fixed the source code (and I’m reasonably sure the changes were merged back into the main branch… but don’t quote me on that) to at least get it working on the Apple IIc and I’ve since received some very helpful pointers on the topic along with some great feedback!
Another AA forumite called Newsdee very kindly recorded video of the code running on his Apple IIe as well and I’m surprised at how well things came out there considering my clunky and painfully user unfriendly graphics converter!
I’ve had quite a bit of fun prodding at the Apple II with this and Septic, although the emulators aren’t anywhere near as accurate as they could be for testing code. I do have more ideas to play with, though…