
      How to write demos that work (Version 6) - 13/5/93
      ==================================================

          (or the Amiga Demo Coders Reference Manual)

                    Edited by Comrade J/SAE

       Co-Editor Carl-Henrik Skrstedt (Asterix/Movement)

              email:comradej@althera.demon.co.uk

IMPORTANT: HowToCode docs are currently in theta state. Do
not rely on any information in these documents! Mistakes are
almost certain. Please report mistakes to the first email
address above.


INTRODUCTION
------------

NEW FORMAT - The original text file got too big and unfriendly,
so it's now split into lots of little text files and source
files in one big friendly .LHA file. Thanks to everyone who
mailed me, see if you hassle me enough I *may* listen to what
you say!

* Please note this is a REPLACEMENT to text files howtocode1.txt
through howtocode5.txt. Sysops, please remove these earlier files
as they contain many mistakes. Thanks in advance...*

Thanks to:

Richard Aplin, Matthew Arnold, Andreas Axelsson, Michael Bauer,
Nils Liaaen Corneliusen, Walter Dao, David Dustin, Chris Green,
Joep Grooten, Grue, Arno Hollosi, Lars Holmgren, Philip Jespersen,
Irmen de Jong, Marius Kintel, Christopher Klaus, Mark G Knibbs,
Jesper R Larsen, Jacco de Leeuw, Tero Lehtonen, Patrik Lundquist,
Jonas Matton, Stanley Merkx, Jesse Michael, Richard Moeskops,
John Derek Muir, Karsten Niemeier, Boerge Noest, Mats Olsson,
Andrew Patterson, Raymond Penners, Vidar Petursson,
Michael Pollard, Vic Ricker, Timo Rossi, Michael Ryffel,
Conrade Sanderson, Doz/Shining, Toby Simpson, Darrell Tam,
Lehtonen Tero, Magnus Timmerby, Yee Tom, and Michel Vissers

for their comments and contributions.

Please note that this file is the work of many authors, although
the spelling mistakes are all my fault!


Introduction
============

This file has grown somewhat from the file uploaded over
Christmas 1992. I've been very busy over the last two months,
so I'm sorry that I haven't been able to update this sooner.
It started as an angry protest after several new demos I downloaded
refused to work on my 3000, and has ended up as a sort of general
how-to-code type article, with particular emphasis on the Amiga 1200.

Now, as many of you may know, Commodore have not released
hardware information on the AGA chipset, indeed they have said they
will not (as the registers will change in the future). Demo coders
may not be too concerned about what is coming in a year or two,
but IF YOU ARE WRITING COMMERCIAL SOFTWARE you must be.

Chris Green, from Commodore US, asked me to mention the following:

"I'd like it if you acknowledged early in your text that it IS possible
to do quite exciting demos without poking any hardware registers, and
that this can be as interesting as direct hardware access.
amiga.physik.unizh.ch has two AGA demos with source code by me, AABoing
and TMapdemo. These probably seem pretty lame by normal demo standards
as I didn't have time to do any nifty artwork or sound, and each only does
one thing. but they do show the POTENTIAL for OS friendly demos."

I have seen these demos and they are very neat. Currently you
cannot do serious copper tricks with the OS (or can you Chris? I'd
love to see some examples if you can...), for example smooth
gradiated background copperlists or all that fun messing with
bitplane pointers and modulos. But for a lot of things the
Kickstart 3.0 graphics.library is capable of lots. If you are
in desperate need for some hardware trick that the OS can't handle,
let Chris know about it, you never know what might make it into the
next OS version!

Chris mentions QBlit and QBSBlit, interrupt driven blitter access.
These are things that will make games in particular far easier
to write under the OS now.

Chris also says "Note that if I did a 256 color lores screen using this
document, it would run fifty times slower than one created using the OS,
as you haven't figured out enhanced fetch modes yet. A Hires 256 color
screen wouldn't even work."

There are some new additions to the AGA chapter that discuss some of
this problem, but if you want maximum performance from an AGA system,
use the OS.

Remember that on the A1200 chipram has wait-states, while the
32-bit ROM doesn't. So use the ROM routines, some of them run
faster than anything you could possibly write (on a A1200 with
just 2Mb ram).

The only drawback is again documentation. To learn how to code
V39 OS programs you need the V39 includes and autodocs, which
I'm not allowed to include here a) because I've signed an NDA,
and b) because they're massive...

Perhaps, in a later release, I'll give some highlights of V39
programming... Get Chris Green's example code, it's a good
place to start.

Register as a developer with your local Commodore office to get
the autodocs and includes, it's relatively inexpensive (85 per
year in the UK)

Most demos I've seen use similar startup code to that I was using back
in 1988. Hey guys, wake up! The Amiga has changed quite a bit since
then.


Thanks to everyone who has replied. Any more questions, queries,
or "CJ/CH, you got it wrong again!" type mail to the email
address below....

What I want:
===========
If anyone wants to spend some time writing something on these
(especially from a demo coders perspective) I'd be very grateful.
I would write some of them myself if I had more time...

I'm also looking for an FTP site to use as the official howtocode
site. If you are an FTP administrator and can offer us this
facility, please email me!


o    68881/2 Programming

o    How to set up an input handler

o    Reading the new Motorola syntax code


And anything else you want to write about. Please feel free to write
additions/replacements for anything already here...


And of course, if anyone spots a *really* bad bit of code or
programming practise, let me know and I'll warn people about
it here... (Don't send my old code though :-)

I still have not tested the sorting-routines in Vectors.txt,
but they should work all right as they are. If you spot
VERY ugly things in them, please report...

And a final comment: For those of you who wrote about
Amazing Tunes II (a demo I wrote 2 years back) wanting to
know how to get it to run on a 1Mb chipram machine... Sorry.
It doesn't. It probaby breaks *every* rule in this docfile.
I speak from experience. I used to be that evil programmer :-)
Disassemble the bootblock to see some nightmare code... You can
probably patch it if you're clever. It was meant to support
1Mb chipram but it never worked..  If you have 1.5Mb of ram
(be it chip, fast or a mixture) it should work though...

I had to totally rewrite it recently for The Demo Collection CDROM

It now plays 1000 modules (instead of 20), is much more system
friendly and works on a (less than) 1Mb chipram CDTV.

And you never know, if enough people ask I may do an AGA version,
possibly on an Intuition screen... That would be nice!

--------------------------------------------------------------------

This text is Copyright (C) 1993 Share and Enjoy, but may be freely
distributed in any electronic form. The copyright of contributions
quoted from other authors remains with the original author. If you would
like to contribute to this file, email me at the address below...

If you intend to use part or all of HTC in a Public Domain disk
magazine (or similar), please email me first. I *will* give
permission freely, but I want to make sure that only the latest
versions are published. Please also mention your request to
Carl-Henrik, especially if it concerns Vectors.txt since it will
be continually updated and debugged for some time from now.

The startup code in this article is freeware and may be used by
anyone for any purpose.

All trademarks and registered names (Workbench, Kickstart, etc)
acknowledged.

All opinions expressed in this article are my own, and in no way
reflect those of anyone else. Please note that many of the
programming practices described in this text are ONLY applicable
for demo coding, and should not be used for Games and other
programming.

I didn't write this for fun, I wrote it for you to use!

If you want to make a contribution please email it to me:
I prefer plain ASCII set to no more than 75 column width, and
no tabs if possible (although I can fix text sent to me..)

If you strongly disagree with anything I write, or you want to send me
some source or demos to test on Amiga 1200/4000 etc, or you have
questions about Amiga programming, or suggestions for future articles,
or just want to chat about the best way to optimise automatic copperlist
generation code (*), then contact me via email at:

Please send mail to comradej@althera.demon.co.uk.

I CAN NOW REPLY TO MAIL!!! At last, thanks to AmigaElm and some ARexx
I can reply to mail! If you sent me a message and haven't got a reply,
it's because I lost the message, please mail me again! Sorry about
the delays before!

I seem to have lost usenet news now, so I haven't read anything from
alt.sys.amiga.demos since early January.

* - This is a NIGHTMARE. I really feel sorry for the guys who wrote
MrgCop(). I will never swear at MrgCop() or RethinkDisplay() again :-)

