I love what the unique design of the Amiga allowed in terms of effects. So creative.
@Toffeemeister3 жыл бұрын
Agreed it was very innovative and flexible so was perfect for the demo scene. It was the first computer in the home with a GPU really.
@GOIDA2003 жыл бұрын
@@Toffeemeister офигеть 8 лет
@Cornz386 жыл бұрын
My god, I remember almost all of these, Blitter objects (BOBs), lightsourced vectors, multiple bitplanes, copper effects.. The Amiga kicked arse.
@Toffeemeister12 жыл бұрын
On the Amiga you can easily choose which horizontal line is displayed on each scan line by setting the modulo register with the Copper on each scan line. You can stretch a image vertically at 50fps with almost no CPU usage :0)
@simone20596 жыл бұрын
When experimenting back then was a thing, I miss all of this
@kyorin65268 ай бұрын
Puts the original bouncing ball demo somewhat in the shade...
@DEichenberg3 жыл бұрын
The pirate intros were always favorites of mine.
@fixfaxerify2 жыл бұрын
Whoever made the last tune I think must have listened a lot to Kox Box Dragon Tales 🙂
@sluggotg4 жыл бұрын
Hey folks, do you remember a demo featuring a cube that had the Juggler on one of the side in real time with an a500 with one meg of ram? I cant remember what that was called... it was such an impressive demo for the time!!!
@Optimus61283 жыл бұрын
Funny think, I was reading this yesterday and thinking "What is this demo? I know the Juggler demo but not the juggler running on a texture cube. And I've watched a lot of Amiga demos in the past but never found one with the Juggler running on a textured cube. It would take me long to find that, seems like a rare one." Today, random amiga demos came in the youtube feed, and one of them is the juggler on a cube demo! Thinking about crazy synchronicities!!! kzbin.info/www/bejne/mIvJcmqXrK55Z5I
@SerBallister9 жыл бұрын
Blitter feedback effects kick ass
@Toffeemeister9 жыл бұрын
+SerBallister Yes they do.
@ImreVeres02 жыл бұрын
Nice collection! From 'Extension' by 'Pigmy Projects' I also loved the caleidocube effect that I've never seen in any other demos (it's sad it didn't fit here). That effect was so unique (to me).
@Isaac_Garcia_Peveri7 жыл бұрын
Music is from "Desert Dreams part II" remixed :)
@PrzeszczepiX3 жыл бұрын
and second is title music from Stardust game, also remixed
@treblesix2 жыл бұрын
You absolutely nailed it. Awesome dude!
@Toffeemeister2 жыл бұрын
Thanks, appreciate that.
@amanloop3 жыл бұрын
THE demo machine!
@Toffeemeister12 жыл бұрын
It sure was! The zoomer in the first effect uses the Copper. The plasma at 2.45 is just colour cycling the other 3 plasmas (1.00, 2.57, 3.58) are realtime :0)
@sperzieb00n11 жыл бұрын
i just watched some "lets play" series of some amiga titles, and when i see this i can only think holy sh*t! some of those demos almost look like early playstation1 graphics. xbox graphics on the same machine in 20 years?!
I remember many of the effects from PC good old 486 DX.
@Toffeemeister12 жыл бұрын
Exactly it's a 7mhz computer with 512k of ram of course effects used pre-calculated tables and masks. The Spaceballs dance sequences and the colour cycling plasma are the only effects I wouldn't classify as real-time.
@jamezxh4 жыл бұрын
7.15 actually .
@Toffeemeister12 жыл бұрын
102 refers to scroll register. I think plasma is a bad name for it. If you adjust scroll register using the Copper across a scan line you can shrink the image. You can see the effect several times in this video. In fact the zooming dog at the start uses it.
@Examigan7 жыл бұрын
Are there any videos similar to this but updated for new PCs? (demos created with modern CPUs, etc.) I like how these are done and still miss my Amiga 2000.
@desiv112 жыл бұрын
I think what he means by "realtime" is that these demos are running on an Amiga 500 and that's what the demos look like as they run. No acceleration involved, even if some of the demos use some pre-generated data.
@desiv112 жыл бұрын
Well, I think the Plasma is real time, but I think it's more fancy copper tricks than fully calculated plasma. It was pretty impressive what you could pull off with the copper..
@aleben60094 жыл бұрын
Plasma was used on amiga 500
@SerBallister9 жыл бұрын
ToffeMeister: "On the Amiga you can easily choose which horizontal line is displayed on each scan line by setting the modulo register with the Copper on each scan line. You can stretch a image vertically at 50fps with almost no CPU usage :0)" That would be BPLnDAT ? BPLnMOD was related display width, or how many bytes to skip to go down one line. Anyway my memory is fuzzy for these things now.. Seems like every other effect in this video is doing this trick :)
@Toffeemeister9 жыл бұрын
+SerBallister You are correct about the usage of the BPLnMOD registers but if you get the Copper to load the mod registers with a different value each scanline you can control which line is displayed. For example if the screen is 40 bytes wide and you set the mod register to +80 it will skip displaying another 2 lines. Of course you could also use the Copper to modify the display pointer registers as well.
@s_t_s48469 жыл бұрын
Nice stuff, even tho I am an Atari lover I can easily admit that Amiga demos rock ! Do you also have a video about modern Amiga demos ?
@Toffeemeister9 жыл бұрын
+st survivor I liked the ST myself but always found the Amiga way more interesting. Yeah I would like to-do another version of this montage video with modern day Amiga demos.
@bangerbangerbro6 жыл бұрын
s_t_s Well the Amiga is the descendant of the Atari 8 bit family machines, which are descended from the 2600, so why wouldn't you like the Amiga? Or are you a newer age Atari guy?
@Foebane727 жыл бұрын
Great! Now how about the high-end A4000 stuff?
@kinglonewolf10412 жыл бұрын
That's how you zoom regarding the width, but how do you do it heightwise? Do you use the copper to miss out lines or some other trick? (I'm a newbie to the demo scene... I have one demo on my channel I finished last year. Right now I'm making my first ASM programmed game)
@robertobernardi5188 жыл бұрын
any info on first track? especially after 1:00
@jimbotron708 жыл бұрын
up to 02:30 it's a remixed version from Desert Dream soundtrack, after 02:30 it's from Stardust videogame title screen
@AnthonyBall3 жыл бұрын
@Toffeemeister Hi, I'm sorry to message you on this thread. I saw you replied to a message on the CodingSecrets video - but I seem to be blocked from seeing what you wrote? Update: I saw this in one of my emails... "Fascinating interaction. This Amigas incredible flexiblity obviously gave it longetivity but also meant it took almost 5 years before we started really seeing the best from it. @Anthony Ball where id you get the idea from C64/Atari or just experimenting with the hardware. I alwasy wondered how people discovered the Amigas scroll register bitmap zoom." Basically from trial and error. But I used to have an 8-bit Atari and also did some 'tricks' with that. On the Amiga I also used an old Atari 800 trick to get extra colour range out of the Amiga palette - instead of 12 bit colour (4096 colours), it was an effective 15 bit colour (32768 colours). On Superhero I had a full screen 60hz zoom for the Psygnosis and Kage logos - that amazing code was figured out by Ray Norrish & Douglas Borai (the team behind the Superhero Music).
@Toffeemeister3 жыл бұрын
Yes strange I can't see it either. KZbin seem to be having issues with comments recently. I will try and paraphrase:- "Fascinating exchange between you two. I always wondered how such discoveries were made. Looking back it looks like an iteration over the years of various discoveries. I was always fascinated by the register 102 zoom on the Amiga. Spamming scroll register by the Copper to shrink an image horizontally!" BTW I actually remember seeing Superhero screenshots in Amiga magazines. Game looked great, was it single playfield 5/6 bitplanes? Jon did a great job with Leander, very impressive game especially for his first release.
@Toffeemeister3 жыл бұрын
"On Superhero I had a full screen 60hz zoom for the Psygnosis and Kage logos - that amazing code was figured out by Ray Norrish & Douglas Borai (the team behind the Superhero Music)." I would love to see this! Have a video or ADF file? Do you remember how it worked?
@AnthonyBall3 жыл бұрын
@@Toffeemeister see my KZbin, one if the earliest videos. :) I still have the code, so can take a look for you at some time - just not at present. :)
@AnthonyBall3 жыл бұрын
@@Toffeemeister 4 bit planes. Reuse of colour registers to get more colour. Sprites used for main character, etc. It had an 8 way barrel scroll, I think that was also an Amiga first, rather then just 2 screens high and refeeding - what a lot of games did at the time. The game also had a 32k palette.
@Toffeemeister3 жыл бұрын
@@AnthonyBall found it! Vertical is easy with modulo. Looks like maybe take the previous bitmap and copy in 2 new vertical strips with the Blitter. Similar to Sanity World Of Commdore logo zoomer at the start of the demo.
@vapourmile11 жыл бұрын
Excellent choice of effects, It isn't clear if you are a programmer or were actively involved with any of these groups? Do you have examples of you own code? Is the music also an Amiga track?
@jammerc6410 жыл бұрын
Nothing from Hardwired? :(
@104d_3rr0r_vince10 жыл бұрын
Hey 1:55 is half the fx! nice vid though mate.
@Godzilla730210 жыл бұрын
Nice video! From what demo comes the second tune?
@neglesaks3 жыл бұрын
It's from the Amiga game Stardust.
@Godzilla73023 жыл бұрын
@@neglesaks Thank you :D
@Toffeemeister12 жыл бұрын
The KZbin encoder has sadly reduced the frame rate and resolution of the source video quite significantly :0( If you want the high quality original video please PM me.
@mutechpak50894 жыл бұрын
Toffeemeister I hope after 7 years, you are in good health and shape. I want HQ file.
@Toffeemeister4 жыл бұрын
@@mutechpak5089 Thanks I'm doing well. Maybe I should try uploading again and see if it will give me 50hz now.
@JB_inks4 жыл бұрын
@@Toffeemeister it should do
@desiv112 жыл бұрын
Which "we"? :-) Actually, apart from the video captured stuff, most of that looked real-time. The rotate and scale and a lot of the cube, plasma, and copper stuff was definitely real-time. What else wasn't?
@AmstradExin12 жыл бұрын
Amigaaaaaaaaaaaaaaaaaaaaaaaaaaa
@nonseans12 жыл бұрын
Actually, there are some non-realtime ones :P
@YBM20076 ай бұрын
No wonder 90s dance music was so weird
@nonseans12 жыл бұрын
All "we" who use language in the proper way. The non-realtime is rotating vector effect of SOTA.
@ordinozone10 жыл бұрын
Très cool en effet ! Pour tous les fans francophones du Miga, je porte à votre connaissance, le e-zine AmiMag dispo ici: amimag.skyrock.com avec deux numéros de dispos déjà, plus la page Facebook: facebook.com/AmiMag.ezine A BIENTOT !!
@nonseans12 жыл бұрын
Me and my friend, and my dog, and my spider, and my...
@nonseans12 жыл бұрын
It may be, but it is not what we call 'realtime'.
@CipherDiaz10 жыл бұрын
Loads of cool stuff, but seriously? The best of? Razor 1911 just never existed? The band? QTX intros?
@mk1roxxor8 жыл бұрын
There are effects from Razor 1911 demos in this video! And QTX didn't have that many good intros anyway.
@desiv112 жыл бұрын
So a "proper way" is to refer to yourself as "we?". Hmmm... ;-) Royal?
@em00k9 жыл бұрын
All these effects were better placed in their own respective demos. Taking them out of context breaks the flow and creativity that went into designing the whole feel of each demo. Plus the music was fucking awful. I saw a few demos where each part had been spliced, people would be better off watching the original work than this.