Commodore Amiga 500 Best Demo Effects

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  • เผยแพร่เมื่อ 27 ม.ค. 2025

ความคิดเห็น • 72

  • @naviamiga
    @naviamiga 3 ปีที่แล้ว +9

    I love what the unique design of the Amiga allowed in terms of effects. So creative.

    • @Toffeemeister
      @Toffeemeister  3 ปีที่แล้ว +3

      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.

    • @GOIDA200
      @GOIDA200 3 ปีที่แล้ว

      @@Toffeemeister офигеть 8 лет

  • @Cornz38
    @Cornz38 7 ปีที่แล้ว +25

    My god, I remember almost all of these, Blitter objects (BOBs), lightsourced vectors, multiple bitplanes, copper effects.. The Amiga kicked arse.

  • @kyorin6526
    @kyorin6526 9 หลายเดือนก่อน +1

    Puts the original bouncing ball demo somewhat in the shade...

  • @simone2059
    @simone2059 6 ปีที่แล้ว +6

    When experimenting back then was a thing, I miss all of this

  • @Toffeemeister
    @Toffeemeister  12 ปีที่แล้ว +14

    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)

  • @DEichenberg
    @DEichenberg 3 ปีที่แล้ว +1

    The pirate intros were always favorites of mine.

  • @SerBallister
    @SerBallister 9 ปีที่แล้ว +2

    Blitter feedback effects kick ass

    • @Toffeemeister
      @Toffeemeister  9 ปีที่แล้ว +2

      +SerBallister Yes they do.

  • @treblesix
    @treblesix 2 ปีที่แล้ว

    You absolutely nailed it. Awesome dude!

  • @fixfaxerify
    @fixfaxerify 2 ปีที่แล้ว +1

    Whoever made the last tune I think must have listened a lot to Kox Box Dragon Tales 🙂

  • @amanloop
    @amanloop 3 ปีที่แล้ว

    THE demo machine!

  • @sluggotg
    @sluggotg 4 ปีที่แล้ว +4

    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!!!

    • @Optimus6128
      @Optimus6128 3 ปีที่แล้ว +3

      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!!!
      th-cam.com/video/bZfA7awIF10/w-d-xo.html

  • @ImreVeres0
    @ImreVeres0 2 ปีที่แล้ว

    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_Peveri
    @Isaac_Garcia_Peveri 7 ปีที่แล้ว +6

    Music is from "Desert Dreams part II" remixed :)

    • @PrzeszczepiX
      @PrzeszczepiX 3 ปีที่แล้ว

      and second is title music from Stardust game, also remixed

  • @aceman0000099
    @aceman0000099 2 ปีที่แล้ว

    That music 😵

  • @derduisburger5768
    @derduisburger5768 5 ปีที่แล้ว

    Fantastic

  • @Toffeemeister
    @Toffeemeister  12 ปีที่แล้ว +1

    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)

  • @Thegamingking89
    @Thegamingking89 10 ปีที่แล้ว +2

    Nice video man!

  • @Dragonslayer_06
    @Dragonslayer_06 6 ปีที่แล้ว +2

    Track 1 : Desert Dream (PsychNerD Dream Remix) - amigaremix.com/files/2011/PsychNerD_-_Desert_Dream_PsychNerD_Dream_Remix.mp3

  • @Toffeemeister
    @Toffeemeister  12 ปีที่แล้ว

    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.

    • @jamezxh
      @jamezxh 4 ปีที่แล้ว

      7.15 actually .

  • @sperzieb00n
    @sperzieb00n 11 ปีที่แล้ว +2

    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?!

  • @VanosTurbo
    @VanosTurbo 4 ปีที่แล้ว

    I remember many of the effects from PC good old 486 DX.

  • @Toffeemeister
    @Toffeemeister  12 ปีที่แล้ว +1

    The TH-cam 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.

    • @mutechpak5089
      @mutechpak5089 4 ปีที่แล้ว +2

      Toffeemeister I hope after 7 years, you are in good health and shape. I want HQ file.

    • @Toffeemeister
      @Toffeemeister  4 ปีที่แล้ว +2

      @@mutechpak5089 Thanks I'm doing well. Maybe I should try uploading again and see if it will give me 50hz now.

    • @JB_inks
      @JB_inks 4 ปีที่แล้ว +1

      @@Toffeemeister it should do

  • @desiv1
    @desiv1 12 ปีที่แล้ว

    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.

  • @Toffeemeister
    @Toffeemeister  12 ปีที่แล้ว

    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.

  • @desiv1
    @desiv1 12 ปีที่แล้ว

    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..

    • @aleben6009
      @aleben6009 4 ปีที่แล้ว

      Plasma was used on amiga 500

  • @s_t_s4846
    @s_t_s4846 9 ปีที่แล้ว

    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 ?

    • @Toffeemeister
      @Toffeemeister  9 ปีที่แล้ว

      +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.

    • @bangerbangerbro
      @bangerbangerbro 6 ปีที่แล้ว

      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?

  • @AmstradExin
    @AmstradExin 12 ปีที่แล้ว +1

    Amigaaaaaaaaaaaaaaaaaaaaaaaaaaa

  • @Examigan
    @Examigan 7 ปีที่แล้ว +1

    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.

  • @AnthonyBall
    @AnthonyBall 3 ปีที่แล้ว

    @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).

    • @Toffeemeister
      @Toffeemeister  3 ปีที่แล้ว +1

      Yes strange I can't see it either. TH-cam 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.

    • @Toffeemeister
      @Toffeemeister  3 ปีที่แล้ว +1

      "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?

    • @AnthonyBall
      @AnthonyBall 3 ปีที่แล้ว +1

      @@Toffeemeister see my TH-cam, one if the earliest videos. :)
      I still have the code, so can take a look for you at some time - just not at present. :)

    • @AnthonyBall
      @AnthonyBall 3 ปีที่แล้ว +1

      @@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.

    • @Toffeemeister
      @Toffeemeister  3 ปีที่แล้ว

      @@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.

  • @vapourmile
    @vapourmile 11 ปีที่แล้ว

    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?

  • @SerBallister
    @SerBallister 9 ปีที่แล้ว

    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 :)

    • @Toffeemeister
      @Toffeemeister  9 ปีที่แล้ว +2

      +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.

  • @nonseans
    @nonseans 12 ปีที่แล้ว

    Me and my friend, and my dog, and my spider, and my...

  • @Foebane72
    @Foebane72 7 ปีที่แล้ว

    Great! Now how about the high-end A4000 stuff?

  • @kinglonewolf104
    @kinglonewolf104 12 ปีที่แล้ว

    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)

  • @104d_3rr0r_vince
    @104d_3rr0r_vince 10 ปีที่แล้ว

    Hey 1:55 is half the fx!
    nice vid though mate.

  • @robertobernardi518
    @robertobernardi518 8 ปีที่แล้ว

    any info on first track? especially after 1:00

    • @jimbotron70
      @jimbotron70 8 ปีที่แล้ว +1

      up to 02:30 it's a remixed version from Desert Dream soundtrack, after 02:30 it's from Stardust videogame title screen

  • @Godzilla7302
    @Godzilla7302 10 ปีที่แล้ว

    Nice video! From what demo comes the second tune?

    • @neglesaks
      @neglesaks 4 ปีที่แล้ว

      It's from the Amiga game Stardust.

    • @Godzilla7302
      @Godzilla7302 4 ปีที่แล้ว

      @@neglesaks Thank you :D

  • @jammerc64
    @jammerc64 10 ปีที่แล้ว

    Nothing from Hardwired? :(

  • @YBM2007
    @YBM2007 8 หลายเดือนก่อน

    No wonder 90s dance music was so weird

  • @desiv1
    @desiv1 12 ปีที่แล้ว

    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?

  • @ordinozone
    @ordinozone 10 ปีที่แล้ว

    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 !!

  • @nonseans
    @nonseans 12 ปีที่แล้ว

    All "we" who use language in the proper way. The non-realtime is rotating vector effect of SOTA.

  • @nonseans
    @nonseans 12 ปีที่แล้ว

    Actually, there are some non-realtime ones :P

  • @CipherDiaz
    @CipherDiaz 10 ปีที่แล้ว +3

    Loads of cool stuff, but seriously? The best of?
    Razor 1911 just never existed? The band? QTX intros?

    • @mk1roxxor
      @mk1roxxor 8 ปีที่แล้ว +3

      There are effects from Razor 1911 demos in this video! And QTX didn't have that many good intros anyway.

  • @nonseans
    @nonseans 12 ปีที่แล้ว

    It may be, but it is not what we call 'realtime'.

  • @desiv1
    @desiv1 12 ปีที่แล้ว

    So a "proper way" is to refer to yourself as "we?". Hmmm... ;-) Royal?

  • @em00k
    @em00k 9 ปีที่แล้ว

    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.