& 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 ************************************* *****