90s demo effects ported to WebGL

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george
Posts: 56
Joined: Tue Nov 22, 2011 9:01 am

90s demo effects ported to WebGL

Post by george »

Spinning this off so I don't derail the .MOD thread. Based on this static dissection of DOPE by Complex (1st PC demo at TG'95, MS-DOS, 320×200 mode 13h): https://demo2.jeskola.net/dope-analysis.html

Rebuilt its effects live in WebGL (attached). All the real-mode tricks are toggles: fixed-point 3×3 rotation, divide-by-depth projection, radix polygon sort, additive overlays, nibble/palette hacks. Two-pass like the original — 320×200 work buffer → fake "VGA blit" with palette ramp + scanlines. Plus 4K/retina upscale (up to ×8 internally) with a chunky-pixels switch.

The analysis driven on a GPU instead of a 486 took the LLM about 5 minutes. Perfect as a starting point for audio visuals.
Attachments
dope-visuals.html.zip
(7.14 KiB) Downloaded 24 times
oskari
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Re: 90s demo effects ported to WebGL

Post by oskari »

it's an interesting idea but you should make it so that i don't have to unzip
george
Posts: 56
Joined: Tue Nov 22, 2011 9:01 am

Re: 90s demo effects ported to WebGL

Post by george »

Yeah, sorry, it's annoying. https://free-moccasin-lsirwj6e.edgeone.dev
oskari
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Re: 90s demo effects ported to WebGL

Post by oskari »

yeah not very good. :)

i think you could make better by the descriptions. have every part and stuff. i should have made it have time stamps of course.
oskari
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Re: 90s demo effects ported to WebGL

Post by oskari »

i asked it to add time stamps so dope etc should have them soon
oskari
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Re: 90s demo effects ported to WebGL

Post by oskari »

george
Posts: 56
Joined: Tue Nov 22, 2011 9:01 am

Re: 90s demo effects ported to WebGL

Post by george »

The new output is impressive. It's much better for learning!
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