Workprint – October 2019

The list of computer-y things I’ve done lately has been rather minimal; there was an article for issue 200 of Retro Gamer that, with a little hindsight and after some encouragement from on high, I’m rather proud of especially since it’s quite a distance away from my regular comfort zone of writing news and reviews so I’ll be looking at feedback from behind the sofa when that issue goes out.

Cosine haven’t been given the thumbs up to release the Gamerz Xtreme intro yet, but that’s only a matter of time and still needs me to sit down and write some finalised scroll text, everything else is complete… oh, and there’s a ridiculously over-engineered DYCP scroller that I’ve been prodding away at in quiet moments for the last couple of weeks as well. There isn’t a “home” for it yet but, due to it being inspired by a demo released in the 1990s by an Australian coder, sprucing things up a bit and bunging the result over for Syntax at the start of November seems like a fairly good idea.

Workprint – August 2019

Since I completely forgot about posting it last month, here’s the extended workprint for August 2019 and… erm, not much is actually happening right now. Well okay that’s misleading, things are actually going on and projects are being worked on, but the majority of it is still behind closed doors.

After the rush to get Death Weapon over the line for the RGCD competition I’m also a little “burnt out” on game code so it’s demo time and one thing I can at least mention is getting a request via Twitter to code a second Gamerz Xtreme intro which is nearly complete, full of raster bars and just waiting on a few final tweaks to the music from aNdy and little extra functionality to allow for tweaking since it’s meant for use on a Twitch channel. As with the first intro that’s done by editing a “script” (actually a block of source code that sets some constants and provides things like scroll text) and then assembling the code around those modifiers.

After that, there’s some graphics on the go for Kreator of Commodore Master Soft – I forgot to shamelessly plug my small, logo-drawing involvement in his previous intro Second – and some doodling of ideas for the hopefully upcoming next instalment of the Intro Creation Competition over at the CSDb because that’s always fun. I possibly have some thoughts about longer form demo projects as well, but as usual those are kept hidden away at this early stage.

Watching PasIntro (Atari 8-bit)

If you write a new high-level compiler for an 8-bit system, what do you do in order to promote it? Well in the case of Mad Pascal for the Atari 8-bit, the developer was Tebe of Mad Team so the most obvious way for him to showcase what his shiny new utility is actually capable of was always going to be to create a demo with it. The result is PasIntro and, considering it’s not running at flat out assembled code speeds, the results are surprisingly impressive.

There are two routines included, a large twister and some Kefrens bars. The latter is somewhat anaemic – I’m assuming it’s actually rendering everything to a back buffer over multiple frames rather than racing the raster and drawing a new bar on each scanline as it’s about to be displayed like these routines would normally do – but it still works reasonably well despite that. Where PasIntro shines visually however is the large, colourful twister routine which looks very smooth and has an independently-moving grid effect behind it which is a very neat touch.

But the biggest selling point for me personally is the bit that wasn’t written in Pascal, the soundtrack from Wieczor of Lamers which starts playing as the demo’s pre-calculation begins and continues behind both of the effects as they cycle through their presets. It really does have to be up there amongst my all-time favourite pieces of POKEY music and adds to the experience as a whole.