[net.micro.amiga] Demo Wars!

bobp@amiga.UUCP (Robert S. Pariseau) (11/24/85)

TITLE:  Demo Wars!

Our honor has been sullied!  (grin!)  Atari has finally gotten around
to duplicating our bouncing ball!

You know, of course.....This Means War!

The famous Amiga Bouncing Ball demo was written a little under 2 years
ago.  It was written in C code in the span of about 1 week.  That time
included producing and refining the "crash" sound effects that come
out *>IN STEREO<* while the ball is bouncing (eat your hearts out
Atari)!

As I think most people are aware, the Bouncing Ball rotates via "color
cycle animation".  Each of the red and white patches is actually made
up of 7 strips.  14 of the 32 Amiga color registers are assigned one per
strip, repeating in sets of 14 along each row of the ball.  The ball
appears to rotate because we assign 7 strips to white and 7 strips to
red and then cycle the colors through those 14 color registers.

No Blitting is involved.

The ball bounces due to changing the pointers which tell the video
DMA where to get the image out of memory.  We change the ball and
shadow bit-planes, but not the grid bit-plane, so the ball appears
to move with respect to the grid while the grid stays stationary
on your monitor.

Again, no blitting, sprites, etc., are involved.

We did it this way because, way back then, we didn't HAVE any blitter
hardware that worked in the mocked-up Amigas.

Of course the ball is visually (and aurally!) appealing, but what I
think it really shows is JUST HOW EASY it is to produce such "special
effects" in the Amiga.

Frankly we've been amazed that Atari couldn't duplicate it sooner.

[Oh yes, as an aside, the ball also exists on the Commodore C-64 in
a form suitable for the resolution of the C-64.]

Much has been made of the fact that the Atari ball rotates faster
than the Amiga ball.  As I think you can perceive from the above
discussion, rotating the ball fast is *>EASY<*.  You can make the
ball rotate *>BLINDINGLY<* fast just by cycling the color registers
faster.  (How fast can YOU change 14 memory locations with a 68000?)

One of the cute things with the Amiga ball is that it can rotate as
*>SLOWLY<* as it does and still appear smooth.  We can do this because
we can afford to dedicate 14 color registers just to the ball rotation.

Well now that Atari has fired the opening salvo, I think we'll just
return a little fire.  Anyone who seriously thinks the ST can stand
up against the Amiga in a battle of graphics and sound has rocks in their
head!

Let's see now....a few sprites here....a little Hold and Modify over
there.....maybe some hardware assisted area fills and line draws....
FM modulated stereo sound built in (It's SO cumbersome having to
carry that synthesizer around to pretend your ST can actually produce
music, isn't it Jack)....dual playfield ops with transparency....
any number of screen interrupts anywhere in the screen....perhaps
a few blits to do *>REAL<* animation (yeah, guys, Robo-City is about
a year and a half old, too)....and just a tad of multitasking....

This is going to be FUN!

You got balls Atari?   You're going to need them!

Meanwhile, guys, if you think anyone is BELIEVING this nonsense,
just type LeftAmiga-N to pop the Workbench to the foreground, drag
it down so people can still see the bouncing ball running, and
do a little multi-tasking.  (Large grin!)