Retrowave road – road to the dream. From the countryside.
Video intro. Animation. Intro. Simple little program with QB64. This is dialect of BASIC. About theme – retrowave. And road. As a typical drawing for a computer road. Inside of a virtual space. Virtual reality, 80s, retrowave music. Road and virtuality. Plus, of course, cool music. Most simple solution.
I cannot walk next and not to touch theme of virtual reality. This is part of my life. And I like it. Virtual world. 80s and retrowave music, one more big theme. Two themes. This is idea for an intro. And take into account, with a simple form. All the Visual start with space. But virtual space, web, and music – it is not small theme for me. It is important theme too.
As for a user. All of us spent lots of time with a computer. In the network. With a virtual space, where we are users. This is big. This has a big value. And I cannot go next, and not to touch this theme.
Some points for this theme. It is going with style of 80s and with retrowave music. It is already a classic solution. It became classic after 80s. And all of these – they are still new. Retro wave – this is not only a retro, but also a future. So, I thought for a long time, to do this theme. And so, this moment is now. With most simple interpretation.
Image made by Neeqolah Creative Works on, and image title - Into sunset, loading. Such ideal retrowave image. Typical and with this point it is super class! I was thinking, by the way, about a road, some road, that is inside of a virtual space. And this is here! A thing I need!
And music theme – it is, already, a tradition – it is belong to White Bat Audio. And title is - Miami 1983. From one of his latest releases. From pack - Synthwave / Retrowave Playlist – Lift. It is his newest things. And I do not search for a long time. If you need music - take it from White Batt Audio! If you need electronic or synthesizer. Retrowave, dark style, dreams. Most different. For any taste, you can find.
And here before the eyes – road inside the computer. It is its own world there. And its own visual drawing. Such lines. And movement. With the music. Such an idea. So, this is realization. And it is only a way forward. I make this by pieces by myself. And later, a little, road shakes to the left and to the right. About 16 pixels. Such an effect a little to the left or to the right.
It is dedicated to theme – computer world. Virtuality, that affect on all of us. And become part of our lives. Second world. As magic - that is always near. Tech also is a mysterious thing. It creates a new dimension. And you can be there, to exist. Radio, television, computer, internet, web. And virtuality as a new dimension.
And without this - life will be gray. And all the road - it is shining at the screen. Everything is bright. And everything is shining. And you are moving forward! Just like you are returning from countryside weekend to the city. Big city. Into the sunset. And there - after the sunset – a city. Or a dream. Movement to the dream.
It is so cool, that all over the network, there are lots of typical pictures about virtual reality. All of these – is in your head. But, later, you are searching for a painter for make these visions into real. And there are lots of them. And even better – musicians retrowave, often, use these kind of images. So, it was an idea what I need from a first seconds. About what I want to find.
Road to the dream. Virtuality. 80s. And of course, cool retrowave music. Which is deeply associates with such theme. Just like you are going from the countryside. Positive! Excellent day! And you are moving forward.
Dima Link is making retro videogames, apps, a little of music, write stories, and some retro more.
Post #344: Greg Perry & Steven Potts, Crash Course in QBasic, The Fastest Way To Move To QBasic, Second Edition, QUE Corporation, Indianapolis, USA, 1994.
check out the game "Yar's Revenge". the way this game looks and sounds is fucking insane.
the sound design feels extremely sinister and menacing to me, with that low hum in the background the entire time. it kind of reminds me of "Sinistar" in that way. also the fact that the explosion sound plays 2&1/2 times, was probably an oversight or technical limitation but it adds an extra strangeness factor. the eye-bleeding rainbow explosion is also incredible. I understand the rumors about Polybius now, like how did games like this not turn gen x into a bunch of aliens or something?
that rainbow colored static is the game's code itself, in what seems to me like intentional glitch art, by using the XOR operator to create the unique scrolling pattern!
Reverse Engineering Game Code from the Neutral Zone (youtube.com)
So, on a classic Mac, a Toolbox call is invoked with a single 16-bit word using the A-line exception handler. For example, a "ShowCursor()" call compiles to just "0xA853". The A-line exception handler can then look up what it should do and I've seen it, it's a bit of a hairy mess.
So you trade the size per invocation for a single rather complicated routine.
Comparatively, the Amiga uses a bunch of pointers to different libraries. "IIntuition->CloseWindow(wind)", to quote a random example, is only one level of indirection away from what the A3X does.
And the A3X? Well, by my count a single "interface->textLibrary->ClearScreen()" call takes... eight instructions, 16 bytes. Load "interface" into A0, grab "textLibrary" from there, then "ClearScreen", then "jsr %a0@".
So back to the Amiga, I'd say it has to load "IIntuition", then grab "CloseWindow" from there. So... six instructions, right? Not counting setting up the arguments.
Now, taking one out of the Amiga's book... using "const ITextLibrary* text = interface->textLibrary" and then "text->ClearScreen()", instead of "interface->textLibrary->ClearScreen()" does cut back a bunch -- six instructions to the dot, for every invocation.
I'd say that's a win. Smaller, but not as intricate as the Mac's way.
(Note: I say "instructions" but it's really "instruction words". The first one to grab the interface pointer is three words, then each dereferencing is two words, and a single-word JSR to run it. Subtract one MOVEAL instruction, two words, for Amiga style.)
open proc fname:ptr byte, mode:word
;Open the file with name 'fname'.
;The access is defined by 'mode':
; 0 = _read
; 1 = _write
; 2 = _read/_write
call ClearDosError
mov ax, 6C00h ; DOS 4.0 Extended Open/Create
mov bx, mode
xor cx, cx ; attribs for new file (none)
mov dx, 1 ; action (fail if missing, open if not)
lea si, fname
int 21h
.if carry?
mov ax, NO_HANDLE
.endif
ret
open endp
The commented three lines are SCI's original open implementation. The next block is my attempt to update it from DOS 2.0 to 4.0, in preparation for LFN support because Win95's LFN version of AX 6C00h uses basically the same semantics as DOS 4.0. Then the ".if carry?" block is original SCI again.
Can't find configuration file: RESOURCE.CFG
Please run the Install program.
Script #: 0, IP: 0
So clearly it failed to open and I don't know enough to correct whatever mistake is in here.