Preview
& OKAY DUDES! NOW FOR SOMETHING
& VERY FAMILIAR IN A NEW WAY...
& GLENZ VECTOR
AND RUBBER VECTOR
& IN PERFECT HARMONY!
& HAVE YOU EVER SEEN VECTORS
WITH FRACTAL PATTERNS MAPPED
ONTO THE SIDES???
&IF NOT, YOU'D BETTER WATCH THE...
& #$% SIERPINSKI VECTORS #$%
SO, DAN(ANARCHY) - YOU THINK
YOU HAVE THE FASTEST CIRCLE
ROUTINE ON THE AMIGA???
& #$% NOT SO! #$%
&WATCH THIS!! FASTER THAN YOURS
AND 100 PERCENT ACCURATE!
&#$%& #$%
&#$%& #$%
&#$%& #$%
&#$%& #$%
&#$%& #$%
& OKAY EVERYONE - THE TIME HAS
& COME FOR THE BLOODY CREDITS...
&#$%& #$%
&#$%& #$%
&#$%& #$%
&#$%& #$%
&#$%& #$%
WE HAVE LEFT THE BORING BIT
TO THE END:-
#$% THE GREETINGS #$%
& HOW ABOUT A COMPLEX
VECTOR WITH A SPHERE??
HERE WE GO WITH AN EXAMPLE
NOBODY EVER CODES ANYTHING NEW
WITH VECTORS THESE DAYS, JUST
&THE SAME OLD, BORING EFFECTS.
&#$% THIS HAS TO CHANGE! #$%
TRY THIS ONE:-
#$% PENCIL VECTORS #$%
IF YOU DON'T KNOW OUR MEMBERS
LIST, HERE IT COMES.
&THIS LIST IS COMPLETE UP TO
& #$% 11TH JANUARY 1992 #$%
(WHEN THIS DEMO WAS RELEASED!)
&WE WILL START THIS DEMO WITH A
#$% BLUR FIELD #$%
THIS WAS CODED BEFORE ALCATRAZ
DID IT, BUT THEY GOT THERE 1ST
& SO WELL DONE GUYS!!!
WHEN IS A CIRCLE NOT A CIRCLE?
WHEN IT'S A SQUARE!
GET READY FOR THE INCREDIBLE...
#$% CIRCLE-TRANZ #$%
CIRCLES FEATURE QUITE ALOT IN
THIS DEMO, AND TO START WITH,
I PRESENT FOR YOU:-
#$% CIRCLE-FUNK #$%
&HAVE YOU EVER SEEN A TUBE OF
STARS SPINNING MADLY???
&YOU'D BETTER WATCH...
#$% CHAOTIC STARS #$%
PackReplay 1.3
greetz
OK dudes. Above, you will see some logos
greeting all our friends in the scene.
and here, you will see some personal
greets, messages and advertisements.
This demo was Initially shown at the
Rebellion Party in the U.K where it
won the demo comp, but was released six
days later on the 11th January 1992
We have greeted most of the people who
we could find logos for. Those we could
not, we greet here...
Relay - hi mutley, dope + the rest
hope things are going well
Laser Danse - your pack intro logo was
too big!!!
Has anyone noticed the capslock light???
simply do the following:-
bchg 6,bfe001 (in a loop)
(found by lexicon of digital!)
(thanx for that one mate! - spook)
Eclipse - Couldn't find any logos from
you guys, but greetings to you
all (especially Azrail for
putting up with my lame non-
sending of parcels! hope the
coding goes well, ben!!!
if you want to get in touch with digital
you should write to the following
addresses
For swapping, write to...
Source Azi
18 Oldfield Rd. 14 Parsley Hay Rd.
Eastherringthorpe Sheffield
Rotherham South Yorkshire
S65 3PA S13 8NJ
England England
For membership, write to...
No.5 of Digital
122 Laudsdale Rd.
Eastherringthorpe
Rotherham
S65 3NS
England
if you want hot digital releases, call
one of our boards on the following
numbers.
call....
GG H H O SS TTT
G H H O O S T
G G - HHH - O O - S - T
G G H H O O S T
G H H O SS T (WHQ)
+44 (0) 912 645 355
or even....
the b.b.s
at the end of the
universe
(UKHQ)
+44 (0) 534 33781
Hi to Cosy of nemesis - thanx for the
use of you swapping talents in getting
our productions spread, we really
appreciate it dude!
Greetings to everyone in Anarchy
Keep up the good work with Stolen Data
and the nice demos
Hello to:-
Judge Drokk, Mr. Big, Dan, Nuke,
Kreator, Krest and the rest...
Hi to all the crazy guys in Anthrox.
Nice trainers lately and I am looking
forward to "Bobby The Ball 2" (Come on
Yobbo ya lazy bast.!!!)
Greetz to the boyeeeez:-
Yobbo, Retaliator, TDK, Ice, and all the
other cool guyz.
Message to Pal of scoopex from flame...
do you like this little 8x8 font? you
obviously did, as i originally painted
it for scoopex and sent it off to photon
and the other scoopex divisions. taking
this font, recolouring it and claiming
it as you own is not a nice thing to do.
(continued)
if this was simply a mistake in the
credits in the intro by jawbreaker,
then i apologize, but could you please
make sure that the correct person is
credited for work you use.
written by flame of digital
yes everyone, this really is the end of
the demo. in a few seconds, you amiga
will reset and life will cease to
continue in the form we know it.
goodbye!
ttt h h eee eee nn dd
t h h e e n n d d
t hhh ee ee n n d d
t h h e e n n d d
t h h eee eee n n dd
### the following is leftovers at the end of the disk
this code
move.w #$10,$dff09c
ifne music
; jsr mt_music *** Play music
endc
addq.b #1,fly *** Increment Frame No.
out: movem.l (sp)+,d0-d7/a0-a6 *** Restore registers
dc.w $4ef9 *** JSR instruction
old: dc.l 0 *** to here
************************************
***** *****
***** Removes Operating System *****
***** *****
************************************
RemoveSystem: move.l usp,a0
move.l a0,usp
store *** Save USP
lea gfxlib,a1
moveq #0,d0
move.l 4.w,a6
jsr -$228(a6) *** Open graphics library
tst d0
beq error
move.l d0,gfxbse *** Store graphics base
move.l gfxbse,a6 *** Set up copper list
add.l #$32,a6
move.l (a6),oldcpr *** Store workbench copper list
move.l #copper,(a6) *** Use our copper list
move.w #$87ff,$dff096 *** All DMA on
move.w #$003f,$dff096 *** No Sprites or disk DMA
move.w #$8010,$dff09a *** Enable level 3 interrupt
mo
ve.l $6c.w,old *** Store old level 3 interrupt
move.l #new,$6c.w *** Use our interrupt
bset #1,$bfe001 *** Filter off
move.w #0,$dff042 *** Clear out CLI crap
clr.w $dff144 *** No sprite stripes
ifne music
jsr mt_init *** Set sound DMA up
jsr mt_end
jsr mt_init
endc
lea $dff000,a6
rts
************************************
***** *****
***** Install Operating System *****
***** *****
********
@****************************
InstallSystem:
ifne music
jsr mt_end
endc
bclr #1,$bfe001
move.l old,$6c.w *** Put in old level 3 int.
move.w #$10,$dff09a *** Disable our L3 int.
move.w #$8030,$dff096 *** Sprites & Disk DMA back on
move.l gfxbse,a6
add.l #$32,a6
move.l oldcpr,(a6) *** Put back workbench Clist
move.l gfxbse,a1 *** Close graphics library
move.l $4.w,a6
jsr -$19e(a6)
error: moveq #0,d0 *** No workbench errors
move.l uspstore,a0 *** O
*****
***** *****
**************************************
bwait: macro
.bw\@ btst #14,$2(a6)
bne.s .bw\@
endm
**************************************
***** *****
***** Main Program *****
***** *****
**************************************
move.l #Pstart,$80.w
trap #0 *** Go into supervisor mode
rts
Pstart:
bsr RemoveSystem
bsr InitVars
move.
$0000,$00e8
plane2h: dc.w $0000,$00ea
plane2l: dc.w $0000,$00ec
plane3h: dc.w $0000,$00ee
plane3l: dc.w $0000
Col00: dc.w $0180,$0000
Col01: dc.w $0182,$0000
Col02: dc.w $0184,$0000
Col03: dc.w $0186,$0000
Col04: dc.w $0188,$0000
Col05: dc.w $018a,$0000
Col06: dc.w $018c,$0000
Col07: dc.w $018e,$0000
Col08: dc.w $0190,$0000
Col09: dc.w $0192,$0000
Col10: dc.w $0194,$0000
Col11: dc.w $0196,$0000
Col12: dc.w $0198,$0000
Col13: dc.w $019a,$0000
Col14: dc.w $019c,$0000
Co
: blocks2.bit"
even
Cars: incbin "df0:gpcars.bit"
even
Carsave1: dc.l Screens
dcb.b 6*128,0
Carsave2: dc.l Screens
dcb.b 6*128,0
Carsave3: dc.l Screens
dcb.b 6*128,0
Carsave4: dc.l Screens
dcb.b 6*128,0
Carsave5: dc.l Screens
dcb.b 6*128,0
Carsave6: dc.l Screens
dcb.b 6*128,0
even
carx1: dc.w 460
cary1: dc.w 580
carx2: dc.w 460
cary2: dc.w 580+40
carx3: dc.w 460
cary3: dc.w 580+80
carx4: dc.w 460
cary4: dc.w 580+120
carx5: dc.w 460
cary5: dc.w 580+160
carx
_6: dc.w 460
cary6: dc.w 580+200
carbob1: dc.l Cars
carbob2: dc.l Cars+4
carbob3: dc.l Cars+8
carbob4: dc.l Cars+12
carbob5: dc.l Cars+16
carbob6: dc.l Cars+20
bobsp: dc.l cbobs
cbobs: dc.l Cars
dc.l Cars+4
dc.l Cars+8
dc.l Cars+12
dc.l Cars+16
dc.l Cars+20
dc.l Cars+24
dc.l Cars+28
dc.l Cars+32
dc.l Cars+36
dc.l Cars+(160*32)
dc.l Cars+(160*32)+4
dc.l Cars+(160*32)+8
dc.l Cars+(160*32)+12
dc.l Cars+(160*32)+16
dc.l Cars+(160*32)+20
cbobe:
cursor:
@ dc.l $ffffffff
rept 30
dc.l $80000001
endr
dc.l $ffffffff
blockstore: dcb.l 32*4,0
blockaddr: dc.l screens
Mapdata:
dcb.b 20*5,47
dc.b 47,47,47,07,08,09,58,58,58,58,58,58,58,58,11,12,13,47,47,47
dc.b 47,47,05,06,48,48,48,48,48,48,48,48,48,48,48,48,14,15,47,47
dc.b 47,03,04,48,48,48,48,48,48,48,48,48,48,48,48,48,48,16,17,47
dc.b 47,02,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,18,47
dc.b 47,01,48,48,48,48,43,59,59,59,59,59,59,44,48,48,48,48,19,47
dc.b 47,57,48,
48,48,41,42,47,47,47,47,47,47,45,46,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47
(&store *** Save USP
lea gfxlib,a1
moveq #0,d0
move.l 4.w,a6
jsr -$228(a6) *** Open graphics library
tst d0
beq error
move.l d0,gfxbse *** Store graphics base
move.l gfxbse,a6 *** Set up copper list
add.l #$32,a6
move.l (a6),oldcpr *** Store workbench copper list
move.l #copper,(a6) *** Use our copper list
move.w #$87ff,$dff096 *** All DMA on
move.w #$003f,$dff096 *** No Sprites or disk DMA
move.w #$8010,$dff09a *** Enable level 3 interrupt
mo
)dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,
47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48
,48,48,49,47
dc.b 47,57,48,48,48,54,55,47,47,47,47,47,47,52,53,48,48,48,49,47
dc.b 47,31,48,48,48,48,56,58,58,58,58,58,58,51,48,48,48,48,29,47
dc.b 47,32,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,28,47
dc.b 47,33,34,48,48,48,48,48,48,48,48,48,48,48,48,48,48,26,27,47
dc.b 47,47,35,36,48,48,48,48,48,48,48,48,48,48,48,48,24,25,47,47
dc.b 47,47,47,37,38,39,59,59,59,59,59,59,59,59,21,22,23,47,47,47
dcb.b 20*5,47
*************************************
*****