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 DemoStuff - Collection of Demo Effects   Bjarke Viksoe 27.05.1994

Коллекция демонстрационных программ:
- Масштабирование и поворот битмапов, текстурирование
- Пламя, плазма, линза, трансформация резиновых объектов
- Летящие звезды и убегающий в перспективу текст
- Простой лабиринт в стиле Замка Вольфенштейн
Demo collection from Bjarke Viksoe:
- Bitmap zooming, scaling and rotating
- Texture-mapped box rotating
- Flame, plasma, magnify glass
- Rubber cube transformation
- Starfield, Starwars text scroller
- Simple wolfenstein thing



78k 
 

Hi there, so I just though I would contribute a bit to the wast number of source codes lying around out there. Here is some more demo code. It's not the hottest stuff ever made, quite simple most of it - but you will find a fast vector-box, wildly rotating full-screen pictures and a nifty starwars scroller. Also a very simple (but fast and easy to expand) wolfenstein thing. Use ESCAPE key to exit most of the stuff! I'm sorry about the quality of the code, but I have not had much time for coding (bought my PC half a year ago) so perhaps I'll put up some better code later... But look out for my vector animation program for doing stuff like "Another World" animations. If the stuff doesn't work on your computer it's probably my fault. I really don't know why. Perhaps its some interrupt failure or illegal opcode, but anyway, my code seems to break on some computers. If you find the mistake please contact me!!! It's all in Pascal - with embedded assembly stuff in it of course. Most files come in more than one version, so you can see how the basic stuff worked and how easy it was to expand the routines. But I'm not one of thoses "let's comment the whole thing"-guys, so if you really want to have explained stuff - mail me for an explanation. Use Borland Pascal V7.0, some with DPMI some not, and with '286 code generation, and put all range/stack checking switches off. The assembly uses 80386 opcode even though BP7.0 doesn't actually support this. Instead I'm writing the prefixes myself. An example: A "xor eax,eax" typically is written as $66,$33,$C0, which is "xor ax,ax" with a DB $66 prefix. So instead we write "DB $66; xor ax,ax" in the source code. "DB $66" is replaced with a constant, which is more readable. "DB LONG; xor ax,ax" and so on. If this sound really wierd, complain to Borland. Why didn't they just have 386/486 opcodes in the assembler in the first place? (for those of you who disagree with the "xor eax,eax" opcode I can only say, that I'm confused too. "xor eax,eax" has two (or more) different opcodes!!! BP7.0 and TDX generates different opcodes!!??!!) The most interesting for not-so-experienced programmers would probably be the units, which can be used for any purpose. PCX and ILBM loaders are allways nice to have. You can use this code in any way you like. Credit me if you use it in a demo - I really don't care! But a little message or an e-mail note would be nice. And by the way, I'm not a member of any demo-group and don't really want to be - only if there is some COOL danish group out there who needs a really lazy coder... Font by SLIDE: "Hils resten og ogsaa Goy, slider!" Rat picture by PMA: "Hej Peter, hvo'n gaar det med 3D studio ?" (These are Amiga guys... R.I.P!) If you have any questions or wanna chat write to me at: Bjarke Viksoe Norrebred 139 2625 Vallensbaek Denmark Or e-mail in 1994 : dat92230@rix02.lyngbyes.dk good programming Bjarke Viksoe +---------------------------+ |Wanna beat orgasm | Bjarke Viksoe | try bit-pushing| dat92230@rix02.lyngbyes.dk +---------------------------+