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 Readme data for Root » Demo » Scene » caffeine.lha

Description: Demo from Assembly2006, ranked 5st place
Install: caffeine.lha
Size: 2Mb 5
Date: 09 Apr 10
Author: wbs
Submitter: kas1e
Email: kas1e/yandex ru
Homepage: http://www.martin.st/software/
Category: demo/scene
License: Other
Distribute: yes
Min OS Version: 4.0
Caffeine

This started out as a small project when I wanted to learn how to code some easy
and basic demo-effects. From the very beginning I had a wish to release a demo
at Assembly '01, and after some time, it started looking more and more like it
actually might become something worth releasing. I also had to code my own
.mod-player, because I wrote the whole thing in Java, and there aren't too many
.mod-players freely available for that.

Caffeine can be viewed online or downloaded. There's also a second version of
the html-page for viewing online, which doesn't require the java-plugin. The
downloaded .jar-file can be run with "java -jar caffeine.jar" if you have a JRE
or JDK installed, or with "jview /cp caffeine.jar Caffeine" if you are running
Windows and have MS JVM.

The complete source is also available for download. You are allowed to read and
learn as much as you want, but please don't copy or reuse parts of it without
letting me know.

Sun recently released Java 1.4, which supports fullscreen graphics. Therefore, I
have made a quick hack of Caffeine which makes use of this capability. It is not
too good, because I haven't really made an effort to make the best and most
compatible implementation of this, but it works for me at least. If you've got
Java 1.4 you can give it a try, otherwise you're better off using the normal
version.

Even though some of the point of Caffeine originally was that it should be a
demo in Java, I couldn't of course resist to port it to C++. You can download
binaries for windows, static binaries for linux or the source code. This version
doesn't fit into the same 64k-category as the original Java-version though. It
compiles well on Linux and on Windows with MinGW. It requires OpenPTC or SDL and
libpng. I think the binary for Windows also requires quite a new version of
DirectX (for the sound).

In 2006, I dusted off the code and did a quick port to Symbian Series 60. This
included making the effects scalable (the original code only works in 320x240)
and runnable in different bitdepths. Binaries for Series 60 1st and 2nd edition
and Series 60 3rd edition are available for download, as is the source code,
which also includes a slightly modernized SDL version to ease porting. I
participated in the mobile compo at Assembly 06 with this version, which
finished fifth (of 5 participants).




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