Awesome
Lowtech demo
Lowtech demo is a demo written for the Apple ][+/e by Wiz of Imphobia during 2020 and 2021. Just download the WOZ file (see releases) and run it in your favourite emulator (right now, Mame and AppleWin will read it and emulate it correctly).
Watch it on YouTube :
<p align="center">Run it on yourself : WOZ disk image
</p>I take the opportunity to thank all people who gave me time and information when I was asking questions as well as all of those who gave away the tools they wrote. Without that generosity I would have taken years to make that demo (which, for all practical situations, means no demo at all).
Running the demo on real hardware
You'll need a real floppy disk (memcard, emulators, etc. don't have proper timings), a MockingBoard (or compatible) and 64KB of memory. You can just prepare a regular floppy with the released DSK image, there's no fancy sector format. An Apple 2e seems the best fit (that's where the demo was tested anyway, twice).
Dev notes
Below are some explanations of how Lowtech works. It might be interesting for the curious reader.
The scroller
The big scroll at the beginning of the demo is just an application of delta drawing : I just draw and erase the part of the images that need it. The whole point is to be clever about what parts.
Beyond that, the optimisation relies on the fact that the logo is made of tiles. So, it reduces to a few very simple components. The code is quite optimized in that each tile is pre-ROLed and code for drawing/clearing it is generated for each of them. So lots of code generation.
One may have done better by observing that tiles are often surrounded by the same set of other tiles. So you could maybe draw several tiles at once, reducing the number of index lookups in the tile table as well a JSR/RTS needed to call the tile drawing code.
The disk I/O routine
The disk I/O routine is probably the part I'm most proud of because without it that demo would not have been possible, especially the 3D part.
That routine allows the floppy disk to be read while music is playing. So the whole magic is to interleave music and disk I/O in a seamless way. That's very tricky to achieve and to this day I'm still not sure it is 100% optimized. As you may know, reading disk on the Apple ][ requires the CPU fulltime (because it reads nibble by nibble, so while you read, you can't draw, you can't play music, you certainly can't be interrupted by an IRQ). So the whole point is to make sure we start the reading when a sector is available and not too much before, else the CPU will spend time waiting for the sector to come below the read head.
Thanks to that disk I/O routine, I can load data while playing music and doing demo effects.
The sectors are read with a copy of RWTS code (thanks Apple :-)).
The 3D
The 3D part is built upon something that has nothing to do with 3D, that is a disk I/O routine, see above.
Once we have a proper disk I/O, it is relatively easy to stream the 3D data out of the disk. The next step is to make sure we read the less possible so we can spend time drawing instead of streaming.
As you may now have guessed, the 3D is mostly precomputed. However, it's not easy and you'll see that it's quite involved.
The first piece of code that is needed is something to import data from Blender. I import the meshes as well as the camera transformations. A bit of algebra is needed here :-)
Then computing hidden face removal on simple vector graphics is not easy. Using z-buffer is riddled with numerical issues so I actually compute the exact intersections between each edges. So I basically check for intersection between edges and triangles. This is o(n²) but given that I have not many edges/faces its bearable provided you don't let Python do it (I've used Julia here).
Once that is done I have a collection of edges. To reduce the number of vertices to a minimum, I have to order the edges. For example, if you have egde AB,CB,CD you can store : ABCD (avoiding to store B and C twice). When you have 40 edges that problem becomes tricky as it is akin to a travelling salesman problem which is NP complete. Even with a few dozens of edges that problem is not practical in Python. A rewrite in a faster language was needed, I chose Julia again. Then I used mostly brute force + some heuristics to find a close to optimal set of paths covering all edges (those of you who know about graph theory will be at home here). Note that I have also tried a solution based on a SAT-solver but it wasn't fast at all (which is expected as the SAT-solver, although very smart, has no specific heuristics for graph stuff, I guess; but SAT solvers are so cool I couldn't resist :-) )
Finally, once all the edges are stored, I just have to draw them. This implies a division which is done with a smart table look up. Then we proceed to actual drawing. This is special on the Apple ][. I basically cut each line in 7x7 tiles and the line is drawn one tile at a time. The key insight here is that you don't need many tiles (precomputed, in memory) to draw all possible lines. Finally, lots of tricks are used to make sure the code goes as fast as possible. The biggest problem is to draw the first/last tile of line because they are never drawn in full; that's quite like clipping and leads to tedious computations (which still have bugs...)
Vertical scroll
Nothing fancy except that I have to do double buffering and handling a scroll like that is a bit complicated. The memcopy routine is quite optimized. I also had fun making sure the letter positionning is proportional.
Loading
I had to make a fast loader (based Peter Ferrie's code), that is using a bootloader which does the bare minimum. I also use LZSA compression (using Peter Ferrie's version). In the end, I made a complete disk building program to make sure to position the files exactly where we need them in order to reduce read head movement.
Tools used to create the demo
Tools I used :
- Blender for drawing and scripting the 3D sequence
- Godot to tile the big scroll
- ca65 and acme for assembly
- python to precompute lots of stuff and build the demo disk
- julia to precompute and optimize 3D
- Rgb2Hires to quickly get pictures to Apple format
- dsk2woz to make *.woz disk images (slightly modified to introduce irregular timings)
- LZSA to crunch data
- PT3 player to play music
- grafx2 to pixel edit drawings
- VortexTracker to make music (yes I did my own music, for the worse :-) I promise I've tried to get a real musician onboard but nobody answered my mails)
- AppleWin, AIPC, Mame, Shamus Apple2 emulator emulators
- wine to run AppleWin on Linux
- emacs and Debian as my work environment
Recording the video
Recording the video was not easy as the support for that in emulator is rather missing. The only emulator that does it is Mame but the recording doesn't have the NTSC display simulation in it.
So what I did is this. First I took a copy of Shamus'
Apple2 emulator.
Its source code is easy to work with and it's accurate enough for my
needs. I have hacked it so that it can record the HGR memory of
each frame (8Kb per frame, not much). Once I had the frames,
I have converted to png with NTSC artefacts using hgr2rgb.
Then I put back all the frames together in a video.
Now, Shamus's emulator doesn't play sound. So I recorded
sound with Mame and the remixed it in my video. Cool.
Bad news is that Mame's 1/60th of a second is not quite like
Shamus' 1/60th of a second. So I had to do a bit of synchronisation.
Awful. All of that is done in shamus.sh
shell script.
Building the demo
First, make sure to prepare the 3D data by installing and running the
Blender plugin ExportAnimationAsSTLs.py
. Then make sure to have a
compiled version of src_ext/dsk2woz.c
Then all build is done via the build.py
tool. Make sure it has access
to all other tools it needs (check the code to update the paths to
those tools if needed).
julia threed_crunch.jl # This takes long (about a minute)
python disk.py # Prepare disk I/O sync table (choregraphy files)
python --precalc --music --awin # This will run the emulator too