100 lines
6.1 KiB
Markdown
100 lines
6.1 KiB
Markdown
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# AKLABS MEGADEMO '85
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A demoscene production for akbasic, written as if it were 1985 and this dialect were
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the machine under the tree. Code and FX by Tachikoma, dedicated to GameCube,
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megagreetz to starfort.
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```sh
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./build-akgl/basic examples/megademo/megademo.bas
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```
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Q or ESC quits. Six scenes: a title card, a Lissajous braid, a spinning wireframe
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cube and octahedron — which drift together, ignite a pulsing origin point strobing
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the next scene's colours, swallow the camera as the perspective scale outgrows the
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window, and split that origin into the first two raster bars — then the raster
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bars proper, the sprite bank going supernova — the letters fall into the middle, a
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fireball throws them at the walls, and a black hole drags everything back into the
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centre as the transition out — and a finale that composes all of it. A sawtooth
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chiptune in A minor throughout, with a noise drum break, if a SID answers.
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## What it leans on
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This is a tour of the interpreter's edges, on purpose:
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- **No `RND`** — it carries Chapter 17's LCG, seeded from `TI#`.
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- **No palette writes** — the "colour cycle" on the logo is an honest redraw of the
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same strokes in the next colour, and the raster bars are erased and redrawn two
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scanlines at a time. The palette is sixteen fixed colours and the demo says so on
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screen.
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- **Eight sprites** — so the lettering *is* the sprite bank. Each letter of GAMECUBE
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is drawn with the stroke font from `examples/breakout`, captured with `SSHAPE`,
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installed with `SPRSAV`, and tinted with `SPRITE`.
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- **`SOLID` walls and `COLLISION 2`** — the supernova registers four rectangles and
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reverses a bearing per `RCOLLISION(n, 7)`. The interpreter does the physics;
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BASIC does one subtraction. The letters leave the blast on `MOVSPR`'s continuous
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form, eight bearings fanned evenly around the compass.
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- **The black hole is `RSPPOS` plus one rotation** — read each letter's position
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back, rotate the offset from centre, shrink it by 0.86, put it there. Thirty-four
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frames later everything is in the middle. The screen goes with it: an iris of
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collapsing black `CIRCLE`s, which works because the drawing verbs clip silently
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at the window edge — a fireball and an iris can both start bigger than the
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screen.
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- **The camera is a multiplier** — the wireframe zoom-through is nothing but the
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perspective scale growing fourteen percent a frame until the solids' edges leave
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the window, which the silent clipping permits. The pulsing origin point strobes
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through the bar ramp table because it *is* the next scene: it splits, rides the
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Y axis to the band edges, and stretches into the first two raster bars in place.
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- **3D with no matrices** — the wireframe scene rotates fourteen pooled vertices
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through two composed axis rotations and a perspective divide, all of it `SIN`,
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`COS` and one division, with the float kept on the left of every product because
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the left operand decides the arithmetic. Erase is the raster bars' trick: redraw
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the previous frame's twenty-four edges in black.
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- **`PLAY` is one queue** — every note holds it for its length and the whole batch
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plays on one instrument, so three `V` tracks come out end to end, not layered. The
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soundtrack is therefore beeper music, the way single-channel tracker tunes were
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written: sixteenths that take turns being the kick (an `O1` root), the pumping bass
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(`O2`/`O3` octaves) and the rolling arpeggio (`O4` and up), two alternating
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eight-beat batches — Am F C G, then Am F Dm E with the G sharp — and every third
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batch a bar of noise drums. Noise is real: `ENVELOPE`'s sixth argument is a
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waveform, 0 to 3, which Chapter 7 forgot to mention. Voice 1 carries the tune so
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the collision blips (voice 2) and scene sweeps (voice 3) never steal its channel.
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It also probes for its hardware like a proper boot loader, with one `TRAP` per
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device: no graphics refuses by name and exits, no audio mutes the soundtrack, no
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text grid drops the status row, and a host that never sets the clock — which is
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exactly what `tools/screenshot.c` is — renders each scene as a still and leaves the
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finale as the picture. The same file runs everywhere; nothing hangs.
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## The ones that bit
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**A scalar first assigned inside a `GOSUB` dies with that call's scope.** The first
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cut computed text centring in a subroutine and read the result after `RETURN`; every
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line of text rendered flush left, because the variable read back as a fresh zero.
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Reads climb the scope chain, so a nested subroutine can *use* your globals — but a
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write to a name that exists nowhere creates it in the current scope, and the scope
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is not coming back. That is why Chapter 18's listings predeclare.
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**Then the predeclaring bit back.** The obvious lesson — predeclare everything — ran
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the 128-slot variable pool dry the moment the wireframes arrived: `Maximum runtime
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variables reached`. A predeclared scratch variable occupies a slot forever; a scoped
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one gives its slot back at `RETURN`. So the rule is narrower than it first looks:
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predeclare a subroutine's *outputs* and nothing else. This program predeclares four.
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**And the raster wait strangled the SID.** The `VSYNC` label used to spin on `TI#`
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until the jiffy turned — romantic, and fatal. The host releases at most one queued
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`PLAY` note per frame, and a frame of 256 *executed* spin statements is slow enough
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to drop the release rate below the tune's fifteen notes a second. The queue never
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reclaims slots until it drains completely, so the backlog compounded quietly for two
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scenes and then `PLAY queue is full` killed the show. `VSYNC` now sleeps a frame —
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`SLEEP` holds at no per-step cost — and `TUNE` traps the overflow on hosts slower
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than this one, dropping a bar instead of the whole demo. `TODO.md` §4 carries the
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measurement.
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## What it wanted and could not have
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Recorded properly in `TODO.md` §4, "What a demoscene program wanted and could not
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have": `RND` as a real function, palette writes, `GSHAPE` XOR stamping, a way to ask
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whether `PLAY` has drained, per-voice `PLAY` queues so three voices can actually
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sound together, and a frame-edge wait that is not a busy loop. None of them blocked
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the demo; all of them left a routine behind that every future game will carry too.
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