The Spiral

Screenshot 1 of 1
By Direct
Type: Intro
Chipset: ocs
Released November 1989
Disks: 1
Code: Mask
Graphics: Defeat & Mask
Music: n/a
Text: Mask
 

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>>DIRECT<<   PRESENTS   THE SPIRAL   PROGRAMMED BY...   MASK   FONT BY...   DEFEAT   IT IS, AS YOU SEE VERY FUNNY...   #$#$#$#$#$   SOME INFORMATION ON THE SPIRAL ROUTINE...   WHEN I MADE THE SPIRAL ROUTINE, I CHOSE TO FORGET EVERYTHING I'VE LEARNT THROUGH MY WORK WITH STAR ROUTINES (THE TWO ARE VERY SIMILAR).  THE SOLUTION I CHOSE IS BASED ON 2 DIMENSIONAL ROUTATION ALGORITHMS. ACTUALLY, IT'S THE SAME THING AS EVERY 3D ROUTINE DOES WHEN CALCULATING THE X AND Y COORDINATES...   THE (X,Y) COORDINATE IS THE RESULT OF A CALCULATION BASED ON AN ANGLE AND AN RADIUS VALUE, PLUS A STEADY CENTERING SET OF COORDINATES...   THE ALGORITHM USES THE SINE AND COSINE FUNCTIONS TO CALCULATE THE (X,Y) SET OF COORDINATES. TO MAKE IT EVEN MORE ADVANCED, IT HAS TO BE ABLE TO USE NEGATIVE NUMBERS AND SOME SORT OF FLOATING POINT.   THE IDEAL SOLUTION WOULD BE TO USE THE AMIGA LIBRARY SINE AND COSINE FUNCTIONS, WHICH CALCULATES IT THE TRUE WAY I.E. BY PERFORMING THE SIN/COS FUNCTION (SO THEY HAVE A VERY HIGH RATE OF PRECISION).   IF THIS PRECISION ISN'T TO BE LOST RAPIDLY AFTER THE SIN/COS CALCULATION, FLOATING POINT NUMBERS WOULD HAVE HAD TO BE USED.   THIS IS WAY TOO SLOW. INSTEAD I'VE MADE TWO LARGE SINE/COSINE TABLES. THE RESOLUTION IS 1/110TH (OR IN OTHER WORDS, 1256 NUMBERS FOR EACH TABLE).   EVERY NUMBER IS MULTIPLIED BY 16384 AND THE NECESSARY DIVISION IS PERFORMED JUST BEFORE CONVERTING IT TO ABSOLUTE (X,Y) COORDINATES. THIS GIVES A PRETTY HIGH RESOLUTION, AS YOU MIGHT GUESS.   @@@@@@@   (ACIDUS COMPUTIUS DISKUS)   THE PRECISION OF THE HSL COLOUR ROUTINE IS AT 1/1024TH - 1024 TIMES MORE THAN THE AMIGA CAN DISPLAY!   BIG DAD'S STILL STARING AT YOU!   ;;;;;;;;;   FUCKINGS TO ANDERS OF KEFRENS! HE'S LAME & A EXTREMELY BAD PROGRAMMER!!!!