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- SCX-BlitterSweet.exe 105.74K
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SCX-BlitterSweet.nfo
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__ \__ \__ _ __ \__/ __ \__/ __ __ __ __ __
/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__
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\__/ \__/ \__/ \ _ \__/ \ _/ / _ / \__/ \__/ \__/ \__/ \__
\_ / \_ / \__/ \ \_ _ / \__/
/ \_ / / \__
__/ \ Scoopex OCS Demo 'Blitter Sweet' \__/
/ \__/ \_
\__/ \ Originally coded entirely in WinUAE, finished on my A500 __/
/ \__ 040, and bonus loading screen coded at BP 2009, this dmo \_
\__/ \ is the properized 100% final version. _/
\__/ Release date: 2009-04-12. \_
__/ _/
\__ } { \_
_/ } In 2004 my interest for the Amiga sparked again, and { _/
\_ } I got WinUAE and ran some classic OCS demos and { \_
_/ } dreamed... I asked Uncle Tom if I could use his module { _/
\_ } xeqtion and if he wanted to draw some gfx. { \_
_/ } { _/
\_ } I had an idea for a blitter scroll effect that needed { \_
_/ } two monsters with enhanced oral capacity, and the { _/
\_ } result is this demo. I optimized and smoothed the { \_
_/ } subpixel precision stars to make it fit in one frame, { _/
\_ } since WinUAE 1.3.x Cycle Exact mode lied to me! Grr. { \_
_/ } { _/
\_ } Crunched with Scoopex-Cruncher. Requirements: { \_
_/ } - OCS/ECS/AGA with at least 512K RAM ;) { _/
\_ } - 385K chip free when started, if you want to exit. { \_
_/ } { _/
\_ } Tested on A500 OCS 512K chip, A500/040, A1200/030, { \_
_/ } A600 and WinUAE, so it better well work on your rig! { _/
\_ } { \_
_/ } "Why do the monsters behave so strangely??" { _/
\_ } - "PERHAPS THEY... LIKE TO CHEW!?!" { \_
/ } Hehe. Signing off, { _/
\_ } { \
/ } Photon of Scoopex { _/
\_ } { \
\/_/\_\__/\_\__/\_\__/\_\__/\_\__/\_\__/\_\/_/\_\/_/ _\__/ __
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\/_/\_\/_/\_\/_/\_\/_/\_\/_/\_\/_/\_\/_/\_\/_/\_\/_/ __\
/ /\_\/ / \/_/ \/_/ \/_/ \/ / \/ /\ \/ \/ /
__ ____ _______________________ _____ __
\/ \ / \__/___ __ \__ / \ \__
__/ \___/ A ...MORE COFFEE... / \ __/ \__/ \___/(.) (.)\__/ \
\ / \ RELEASE 2009 / \/ \__/ \__/ \ (Y) / \__/
\____/\___/______________________/ \__/ \__/ / \_____/ __/