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Screenshot Amiga Demo: Digital | The Punisher

The Punisher (TIP)

Digital

Demo 1992


Code: Spook & Acid
Grafik: Flame
Sound: Yaz & Flame

1ter Platz Rebellion Party

coole GFX


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| n@do not destroy - digital "the punisher" (c)1991 spook | spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - spook of digital - n | & 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??? | &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 | & 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. | &#$% this has to change! #$% | #$% pencil vectors #$% | if you don't know our members | list, here it comes. | &this list is complete up to | (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? | get ready for the incredible... | circles feature quite alot in | this demo, and to start with, | i present for you:- | &have you ever seen a tube of | stars spinning madly??? | &you'd better watch... | #$% chaotic stars #$% | 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 welllaser 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 photonand 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 | ifne music | ; jsr mt_music *** play music | addq.b #1,fly *** increment frame no. | out: movem.l (sp)+,d0-d7/a0-a6 *** restore registers | ***** removes operating system ***** | lea gfxlib,a1 | jsr -$228(a6) *** open graphics library | move.l d0,gfxbse *** store graphics base | move.l gfxbse,a6 *** set up copper list | 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 | ve.l $6c.w,old *** store old level 3 interrupt | move.l #new,$6c.w *** use our interrupt | move.w #0,$dff042 *** clear out cli crap | clr.w $dff144 *** no sprite stripes | ifne music | jsr mt_init *** set sound dma up | ***** install operating system ***** | ifne music | 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 oldcpr,(a6) *** put back workbench clist | move.l gfxbse,a1 *** close graphics library | error: moveq #0,d0 *** no workbench errors | ***** main program ***** | trap #0 *** go into supervisor mode | lea gfxlib,a1 | jsr -$228(a6) *** open graphics library | move.l d0,gfxbse *** store graphics base | move.l gfxbse,a6 *** set up copper list | 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

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