YEP, HOMES... SNORE/AVALON PRESENTS HIS FIRST 100 PERCENT "SELFCODED" PRODUCTION. EXCELLENT MUSIC AND GFX BY TYPHOON! THIS DENTRO WAS RELEASED AT THE GATHERING '93 HELD IN LILLESTR0M, NORWAY... A DENTRO CALLED... T O T A L A N I H I L A T I O N ! WELL, THAT'S IT I'M AFRAID! NOTE: HIT RIGHT MOUSE TO ENTER THE NEXT TEXTSCREEN! COMPLETE CREDITS COMING UP.... % ALL CODING DONE BY: SNORE/AVALON ALL LOGOS AND MUSIC: TYPHOON/AVALON FONT: SHINE/AVALON % I MUST APPOLOGIZE FOR SOME MINOR BUGS, BUT BECAUSE OF TOO LITTLE T I M E, I COLDN'T DEBUG THE FUCKING SHIT! % GREETINGS GO TO THE FOLLOWING: ACE OF BASE ANDROMEDA AWE, GN'R CADAVER, RAGE CC COWBOYS % DUM DUM BOYS EQUINOX, NOXIOUS TPC, TMG, LEGEND SEQUENCE, BRONX CENTURA, SPACEBALLS % STONE ARTS METALLICA, NIRVANA STELLAR UTOPIA, ANGELS PHANTASM, FELIX, % BYTE BUSTERS, DEADLINE EXILE, ARC EMPIRE BALANCE, RAM JAM CIANIDE, SYMBIOSIS PARASITE, EOC 1999 % OFFENCE,TSFME(?) I'M SEARCHING FOR MORE CONTACTS ,ESPECIALLY CODERS! WRITE ME AT: % SNORE / AVALON OLE VIGS VEI 16 N-7600 LEVANGER NORWAY (DISK = ANSWER!) PHONE: +47-(0)76-80594 % NOW SOME CRAP ABOUT THIS PARTY. WE ARE NOW SITTING ON OUR ASSES AT **** THE GATHERING '93 **** % (SAY NO MORE!) THE PARTY HAS BEEN PRETTY OH'KEY, EXCEPT FROM 5-6 SHORT-CIRCUITS!! ALSO, MOST GROUPS ARE PRESENT! % AND A MIRACLE HAS COME TRUE: THERE ARE ACTUALLY SOME NICE FEMALES HERE! ESPECIALLY THE ONES IN THE KIOSK! % A BIG THANX YOU TO ZATAN/INDEP. FOR LENDING ME HIS A1200 DURING THIS PARTY! PERSONAL GREETINGS GO TO: % GLOW: HELLO, OLD CHAP! I HOPE YOU LIKE THIS PROD! YOU CAN'T IMAGINE THE PROBLEMS I HAVE BUMPED INTO! % I'LL WRITE YOU ALL ABOUT THIS PARTY, SO HAVE NO FEAR CATCH U LATER, PAL! % FAKE/EQUINOX: YOUR MORAL SUPPORT WHILE MAKING THIS DENTRO HAS BEEN GREAT! CODING RULES, PAL! % VORTEX/BRONX: SORRY ABOUT THE DELAY! NUTCASE/DEADLINE-SF: LET'S SPEED UP OUR SWAPPING, EY?! % SHINE/AVALON: WELL, HERE'S THE DENTRO YOU HAVE BEEN SCREAMING FOR THE LAST DECADE! CALL ME A.S.A.P! % POWERLORD: STILL STUCK WITH THAT A2000?(HA!) ZATAN(AGAIN): START CODING...!!! % ARAGORN/AVALON: YEP, HERE IT IS..THE DENTRO! HOPE YOU ENJOYED IT! MAIL BACK SOON! % HEADACHE/(SUPERNOVA?): ARE YOU STILL IN THE SCENE? POP IN SOMETIME! % PEACEMAKER: C THIS? LIKE IT? HAVE ANY NEW MOVIES? CALL ME!! % ALSO HI TO: ICE/STONE ARTS ADOLF/DESTINY NITRAM/SUPERNOVA GOB/PHANTASM % THIS IS TYPHOON... I JUST WANNA SEND A COUPLE OF PERSONAL GREETINGS TO THE FOLLOWING GUYS... % OSPREY/AVALON: TOO BAD YOU COULDN'T COME TO THE PARTY! IT'S REALLY GREAT, AND I'M HAVING A LOT OF FUN HERE! % ARAGORN/AVALON: I'M LOOKING FORWARD TO SEEING YOU THIS SUMMER!! KEEP UP YOUR GREAT WORK!! % BELECHTOR/TSFME:WHY DON'T YOU BURN THAT FUCKING COW OF YOURS!!!!! (I AGREE!! (SNORE)) % STAY TUNED FOR MORE AVALON RELEASES IN THE NEAR FUTURE! % * SNORE / AVALON IS SIGNING * * OFF... * * RESTARTING TEXT! * % ************************************************************* ************************************************************************* ************************* * MAIN1 - INITIALIZE * ************************* midpart move.l #Copper,$dff080 lea.l wavetab(pc),a0 ;init wavetab! move.l #$2c07fffe,d0 wloop move.l d0,(a0)+ move.l #$01020000,(a0)+ add.l #$01000000,d0 cmp.l #$e707fffe,d0 bne.b wloop move.l d0,(a0)+ move.l #$01020000,(a0)+ move.l #$244,delay ;set delay! move.l #Koords,Koordpoint move.l #Scrkoords,Bufferpoint move.l #RGB_Lines,linepoint move.w #40,Linewidth *********************************************************** *** *** *** MAINLOOP1 *** *** *** *********************************************************** Main1 sync $ff cmp.l #$00900000,zoomfaktor bhs.b party_on add.l #$00008000,zoomfaktor party_on ;- - - tst.l delay beq.w main2_INIT subq.l #1,delay ;- - - bsr.w triplebuffer bsr.w ClearScreen bsr.w AddAngle clr.w point move.l #regcalcH,a5 bsr.w RotasjonsCalc add.l #4*4,Bufferpoint move.w #1,point move.l #regcalcH,a5 bsr.w RotasjonsCalc add.l #4*4,Bufferpoint move.w #2,point move.l #regcalcH,a5 bsr.w RotasjonsCalc add.l #4*4,Bufferpoint move.w #3,point move.l #regcalcH,a5 bsr.w RotasjonsCalc move.l #Scrkoords,Bufferpoint bsr.w DrawAfterCalc bsr halfbrite bsr.w FillVec bsr.w wave ;- - - btst #6,$bfe001 beq finish bra.w main1 ************************* * MAIN2 - INITIALIZE * ************************* Main2_init clr.w point move.l #gelkoords,koordpoint move.l #transkoords1,bufferpoint move.w #0,VinX move.w #0,VinY move.w #0,VinZ move.l #regcalcH,a5 bsr.w Rotasjonscalc move.w #1,trans move.l #scrkoords,bufferpoint *********************************************************** *** *** *** MAINLOOP2 *** *** *** *********************************************************** main2 sync $ff bsr.w triplebuffer bsr.w clearscreen bsr.w G_trans bsr.w G_trans bsr.w G_trans bsr.w drawaftercalc bsr.w Fillvec btst #6,$bfe001 beq finish tst.w trans bne.b main2 ************************* * MAIN3 - INITIALIZE * ************************* move.l #gel_lines,linepoint move.l #gelkoords2,koordpoint clr.w point move.w #NohiddenLine,part move.w col41,col1 move.w col42,col2 move.w col421,col12 move.w col43,col3 move.w col431,col13 move.w col432,col23 move.w col4321,col123 *********************************************************** *** *** *** MAINLOOP3 *** *** *** *********************************************************** main3 sync $ff bsr.w triplebuffer bsr.w clearscreen move.l #regcalcH,a5 bsr.w rotasjonscalc bsr.w addangle2 bsr.w drawaftercalc bsr.w fillvec btst #6,$bfe001 beq finish btst #15,detect1 beq.b main3 move.w #1,trans move.w #fadedelay,delay * * * * * * * * tstmain sync $ff bsr.w triplebuffer bsr.w clearscreen bsr.w drawaftercalc bsr.w fillvec sub.w #1,delay bne.w nofade move.l #colstart,fadefrom move.l #fadetab_hiddenvec,fadeto move.w #16-1,antcols ;minus background! bsr.w fade nofade tst.w trans bne.b tstmain * * * * * * * * ************************* * MAIN4 - INITIALIZE * ************************* lea.l pointemoutH,a0 move.l #cubeH,(a0)+ move.l #cube2H,(a0)+ move.l #cube3H,(a0)+ move.l #cube4H,(a0)+ lea.l pointemoutH,a1 addq.w #4,objectH move.l (a1)+,a0 move.l (a1),coordpoint2H lea.l workcoordsH,a1 wloopH move.w (a0)+,(a1)+ cmp.w #$dead,(a0) bne.b wloopH move.w #$dead,(a1)+ move.w #$dead,(a1)+ move.w #$dead,(a1) move.l #workcoordsH,coordpoint move.l #linesh,linepoint move.w #hiddenvector,part move.l showscreen,d0 move.w d0,Pl1H+6 swap d0 move.w d0,Pl1H+2 swap d0 add.l #$1db0,d0 move.w d0,Pl2H+6 swap d0 move.w d0,Pl2H+2 swap d0 add.l #$1db0,d0 move.w d0,Pl3H+6 swap d0 move.w d0,Pl3H+2 swap d0 add.l #$1db0,d0 move.w d0,Pl4H+6 swap d0 move.w d0,Pl4H+2 move.l #$00d00000,zoomfaktor move.l #copperH,$dff080 *********************************************************** *** *** *** MAINLOOP 4 *** *** *** *********************************************************** Main4 btst #6,$bfe001 beq finish bsr.w procedureH BSR.W CLEARH BSR.W ADDROTH move.l coordpoint,koordpoint ;- - - Smallcube's rot. move.l #yeahH,bufferpoint lea.l cubecalcH,a5 move.w #5,point BSR.W rotasjonscalc BSR.W INITSMALLCUBESH move.l #koordsH,koordpoint ;- - - Largecubes's rot. move.l #scrkoords,bufferpoint lea.l regcalcH,a5 move.w #4,point BSR.W rotasjonscalc BSR.W TRIPLEBUFFERH ;- - - - FRAME2H sync $ff BSR.W fadeinH BSR.W DRAWAFTERCALC ;- - - Draw/fill/triplebuf. BSR.W FILLH btst #4,perH beq.b skipH tst transH bne.w transformH addq.l #1,stayH cmp.l #10,stayH blo.b skipH clr.l stayH move.w #1,transH skipH btst #6,perH beq.w Main4 ************************* * MAIN 5 - INITIALIZE * ************************* hopp move.l #screen1,d0 move.l d0,Showscreen add.l #$f00a,d0 move.l d0,Workscreen add.l #$f00a,d0 move.l d0,Erasescreen ;- - - - INIT TRANSFORMATION - - - - lea.l pointemoutG(pc),a0 move.l #koordsG,(a0)+ move.l #koords2G,(a0)+ lea.l pointemoutG(pc),a1 move.w #4,objectH move.l (a1)+,coordpoint move.w #80,linewidth move.l #scrkoords,bufferpoint move.l #linesG,linepoint move.w #glenzy,part clr.w point move.w #250,midx move.w #128,midy bsr.w ClearScreenG bsr.w TripleBufferG bsr.w ClearScreenG bsr.w TripleBufferG bsr.w ClearScreenG bsr.w TripleBufferG move.l #midpartlogo,d0 move.w d0,logopl1+6 swap d0 move.w d0,logopl1+2 swap d0 add.l #58*44,d0 move.w d0,logopl2+6 swap d0 move.w d0,logopl2+2 swap d0 add.l #58*44,d0 move.w d0,logopl3+6 swap d0 move.w d0,logopl3+2 swap d0 add.l #58*44,d0 move.w d0,logopl4+6 swap d0 move.w d0,logopl4+2 swap d0 add.l #58*44,d0 move.w d0,logopl5+6 swap d0 move.w d0,logopl5+2 move.l #copperG,$dff080 move.w #$98,part5delay *********************************************************** *** MAINLOOP 5 *** *********************************************************** MAIN5 bsr.w ClearScreenG bsr.w AddAngleG move.l coordpoint,koordpoint move.l #regcalcH,a5 norotG bsr.w RotasjonsCalc bsr.w drawaftercalc bsr.w FillVecG sync $ff bsr.w TripleBufferG bra ChangeposG skipG tst.w part5delay beq part5ok subq.w #1,part5delay bne main5 part5ok tst.l zoomfaktor bne main5 ************************* * MAIN 6 - INITIALIZE * ************************* sync $ff WaitBlitter move.l #screen1,$dff054 clr.l $dff064 move.l #$01000000,$dff040 move.l #-1,$dff044 move.w #[921*64]+20,$dff058 Lclr1 WaitBlitter move.l #screen1+$9000,$dff054 clr.l $dff064 move.l #$01000000,$dff040 move.l #-1,$dff044 move.w #[921*64]+20,$dff058 Lclr2 WaitBlitter move.l #screen1+$9000*2,$dff054 clr.l $dff064 move.l #$01000000,$dff040 move.l #-1,$dff044 move.w #[921*64]+20,$dff058 Lclr3 WaitBlitter move.l #screen1+$9000*3,$dff054 clr.l $dff064 move.l #$01000000,$dff040 move.l #-1,$dff044 move.w #[921*64]+20,$dff058 Lclr4 WaitBlitter move.l #screen1+$9000*4,$dff054 clr.l $dff064 move.l #$01000000,$dff040 move.l #-1,$dff044 move.w #[921*64]+20,$dff058 move.l #screen1,d0 add.l #$8204,d0 move.l d0,Showscreen add.l #$5000,d0 move.l d0,workscreen add.l #$8000,d0 move.l d0,Erasescreen lea.l wavetabL,a0 move.l #$2c07fffe,d0 wloopL move.l d0,(a0)+ move.l #$01020000,(a0)+ add.l #$01000000,d0 cmp.l #$ff07fffe,d0 bne wloopL move.l d0,(a0)+ move.l #$01020000,(a0)+ lea.l addtabL,a0 precalcL move.w (a0),d0 lsl.w #3,d0 move.w d0,d1 lsl.w #2,d1 add.w d1,d0 move.w d0,(a0)+ cmp.w #$dead,(a0) bne precalcL waitblitter move.w #1,trans G_main Sync $ff move.l #colsG,fadefrom move.l #colsGdest,fadeto move.w #32+1,antcols bsr.w fade tst.w trans bne G_main sync $ff move.l #copperg2,$dff080 ;- - - - - - - miniloop6 sync $ff moveq #0,d0 cmp.w #$2c07,topcolb bls mini6_2 sub.w #$0100,topcol sub.w #$0100,topcolb cmp.w #$0107,botcol beq nosub_G sub.w #$0100,botcol sub.w #$0100,botcolb nosub_G bra miniloop6 ;- - - - - - - mini6_2 sync $ff move.l #LP_CopL,$dff080 lea LP_Cos