OSDM Demo Tutorial – Making of ‘Oh Xee A Moron Demo’

Hi Folks,
Here is another Oldskool Demomaker Demo Tutorial of my popular production “Oh Xee A Moron, Part 1“.

You can download the final Windows Executable here (Roy-Demo-Oh_Xee_A_Moron.zip)

Also, all elements, such as 3D Objects, Images, Fonts and the Preference .INI Configuration file are also available for download here (OhXeeAMoron.zip)

Watch Video Capture

To get an idea how the final product looks like, without touching OSDM or downloading anything, watch the video capture that I created below.

Backup URL to Video on vimeo (http://www.vimeo.com/13534545).

Backup Links to Vimeo and YouTube, as well as additional download options (e.G. a Full Screen Version of the Demo) are available at my official demo release page.

OSDM Settings Screen-By-Screen

General

Export: Default Export, Enabled Effects :

  1. Star Field
  2. Music
  3. Plasma
  4. 3D Ball
  5. Page Text
  6. Logo
  7. Background
  8. 3D Vector
  9. 3D Direct
  10. Amiga Text
  11. Mask
  12. Sprites

Display

  • Mode: Use Window Mode*
    (*3D Vectors Positions Will be off, if you select ‘Full Screen’!)
  • Title: Roy – Oh Xee A Moron
  • Size of Screen: 640 x 480
  • FPS: 60**, Size: 100
    (**Timing will be off, if you set it to something else)
  • RGB Hide & RGB Display: Black
  • Render View, Adj Display: False
  • Fade Display In and Out: True
  • Bilinear 3D Filt.: False

Stars Effect

  • Mode: 3D Simulation
  • 3D Sim: X Rot: True, Y Rot: True, Z Rot: True
  • Num: 100, Plane Depth: 5, Angle: Off, Speed: 5
  • Use Star Picture: True, Image: Realtechskull.png

Copper FX (Plasma)

  • RGB Plasma: R=0, G=0, B=32
  • Random: False, Colorize: True
  • X Sin: 5, X Speed: 3
  • Y Sin: 12, Y Speed: 2
  • Step: 2

Export Settings

  • Icon: RoySAC.ico
  • CPU Delay: 1
  • Start Screen Pic: Roysacny2010-loading2.png
  • Exit by Key: [ESC]

3D Direct

  • 3D Object: ap-left.jpg
  • Object: Hole, Cull Mode: Render Both Sides
  • X Pos: 320, Y Pos: 240, Z Pos: 4
  • Camera Angle X/Y/Z: Off
  • X Rot: 1, Y Rot: 1, Z Rot: Off
  • Fog: True, Distance: 2, Intensity: 23
  • X Scroll: Off, Y Scroll: 1, Z Scroll: Off
  • RGB Hide & RGB Fog: Black (R=0, G=0, B=0)

3D Vector

  • 3D Object: facesMulti2.mVOBJ
  • Compressed Multi-VOBJ with 5 .VOBJ Objects
  • Settings: Everything = Off

The Objects

ID=0 (Face) ID=1 (Skull) ID=2 (Hand) ID=3 (Twisty)
ID=4 (RoySAC Logo)

Create Multi-VOBJ Tool

Included in the package with all the elements of the demo is already the multi-vector object file (.mVOBJ). But for illustration purposes, I also included the 5 individual (and uncompressed) vector objects (.VOBJ).

To the left is a screen shot of the OSDM build-in tool to merge and compress the objects.

3D Ball

  • 3D Object: duck.obj
  • Everything = Off
  • Bobs Balls
    0 1 2 3
    4 5 6 7

Amiga Text

  • Letter In/Out Fx, In & Out: Fade & Zoom
  • Page In: In Left, Page Out: Out Right
  • Page Lines: 5, Wait: 30
  • X/Y Pos: 20/110, Size: 36
  • Font: Charset-Inc._stoneage2.png
  • Text (7 Pages):

    Page 1:

     
    DEMO CREDITS
    ----------------
    COMING UP
    

    Page 2:

     
    CODE
    ----------------
    PEACE - BOBO 
        EPYX
    

    Page 3:

     
    GFX AND DESIGN
    ----------------
        ROY
    

    Page 4:

     
    MUSIC "GRIJALBO"
    ----------------
       ESTRAYAK
    

    Page 5:

     
    THIS FONT
    ----------------
            INC
    

    Page 6:

    $
    $
    $
    

    Page 7:

    $
    $
    $
    $
    

Page Text

  • Page Lines: 8, Wait: Off, X/Y Pos: 200/170
  • Mode: Fx Scroll Up, Font-Size: Font 32
  • Fx Speed: 5, Fade: 4
  • Fx Effect: Move, Stretch, Fx-Height: 120
  • Text:
    GREETINGS TO
    ALL FOLKS AT
    FORUM.
    DELTAFORCETEAM
               .DE
    ESPECIALLY TO
    REBELL, PEACE
    WILDCOP, INC
     JIZZY, SKID 
    BOBO, MARIE
     TWILIGHT
    DRAGON, JANER
    SYNTH, GENOM
    
    NOTE: 
    
    THIS IS NOT
    AN OFFICIAL 
    SAC RELEASE, 
    AS ALL OF MY
      OSDM 
    PRODUCTIONS.
    
       CHEERS!
     CARSTEN AKA
     ROY OF SAC
    
        ....
       . .. ..
        ..    .
          .  .
       ..    ..
       . .  . 
         ..  ..
        ..   .
    

Logo

  • Image: dotcom3.png
  • Animation: off
  • Logo Effect: 10 – Pulse Zoom, RGB Hide: Black, Zoom: 100, Angle: 4, BFX: Smart
  • X/Y Position: Center X/Y
  • Alpha: 90, Fade: True, Speed: 1
  • FX Speed: 2, X/Y Swing: Off

Background

  • image: starbacknew.jpg
  • Horizontal Scroll: None
  • Vertical Scroll: 4 – Swing Up
  • Mirror: True
  • Zoom: 3 – Horizontal Size

Sprites

Initial Sprites Settings

# Name X/Y-Pos Ang Eff Speed Alpha Zoom Anim Frms Delay Start Num
0 faceeyesopen2_B9.png 320/240 Off 100 100 True 9 80 Off Off
1 Smoke30b_16c_B23.jpg 320/240 Off 30 710 True 23 35 Off Off
2 roysacpresents.png 320/240 13 1-Rotate_Left 1 100 45 False
3 ANewDemoCalled-Skulls.png 320/240 Off 100 100 False
4 OhXeeAMoron.png 320/240 340 2-Rotate_Right 1 100 100 False
5 visitroysaccom.png 320/240 Off 1 100 False
6 fuckingvisit.png 320/240 320 2-Rotate_Right 1 100 100 False
7 RadialGradientBG.png 320/240 Off 100 100 False
0 – faceeyesopen2_B9.png 6 – fuckingvisit.png

Sprite faceeyesopen2_B9.png

Sprite fuckingvisit.png

1 – Smoke30b_16c_B23.jpg 7 – RadialGradientBG.png

Sprite Smoke30b_16c_B23.jpg

Sprite RadialGradientBG.png

2 – roysacpresents.png 3 – ANewDemoCalled-Skulls.png

Sprite roysacpresents.png

Sprite ANewDemoCalled-Skulls.png

4 – OhXeeAMoron.png 5 – visitroysaccom.png

Sprite OhXeeAMoron.png

Sprite visitroysaccom.png

Mask

Mask Effect: Scratch TV Crumble, Alpha: 70

Fonts

Font 32 Pixelsize: Charset-DNS_Velvenda Cooler Font.png

Music

File: grijalbo by estrayak-modified.mod, Track: 1

Script

Make sure that “include Script! [sort effects by Storyboard only]” is Checked

See Script Code below

Storyboard

Only Enabled Effects are listed.
All the others don’t matter.

Initial Effects Order

  1. [A] Plasma
  2. [B] Background
  3. [O] Mask
  4. [D] Starfield
  5. [Q] 3D Direct Object
  6. [G] 3D Vector Object
  7. [J] Logo
  8. [I] 3D Ball Object
  9. [N] Page Text
  10. [W] Amiga Text
  11. [X] Sprite

The Script Code

@INIT3D
  LEA = 3DVECTOR
  IDN = /0 : BFX = /1 : MVX = -600 : MVY = -400
;  MVX = 40 : MVY = -100
  MVZ = 500
  MAX = 0 : MAY = 0 : MAZ = 0
  MRX = 0 : MRY = 0 : MRZ = 0
  CPX = 0 : CPY = 0
@END
@INI3DBA
  LEA = 3DBALL
;  IDN = /0
  BFX = /1 : MVX = -500 : MVY = -200
;  MVX = 0 : MVY = 0
  MVZ = 500
@END

FPS = 60
CAL = MUSIC
JSR = 1
JSR = 10
JSR = 20
JSR = 30
JSR = 40
JSR = 50
JSR = 60

CAL = SPRITE : LEA = SPRITE
IDN = 5 : MVA = 255
CAL = DISPLAY
NOP = 1
REP = 99 : ADV = -1 : LOP
NOP = 1
ESC : END

;-----------
LAB = 1
CAL = SPRITE : LEA = SPRITE
IDN = 0 : MVA = 0
IDL = 3DVECTOR
IDN = 2 : MVA = 0
IDN = 3 : MVA = 0
IDN = 4 : MVA = 0
IDN = 5 : MVA = 0
IDN = 6 : MVA = 0
IDN = 7 : MVA = 0
STP = SPRITE
RTS
;---------------
LAB = 10
CAL = SPRITE+3DVECTOR
@INIT3D = 0,2
ADX = -50 : ADY = 75 : ADZ = 1000
REP = 135 : ADZ = -10 : LOP
MRY = 6
LEA = SPRITE : IDN = 1
REP = 100 : ADH = 2 : LOP
LEA = 3DVECTOR : IDN = 0
NOP = 1 : MRY = -6
NOP = 4 : MRY = 6
LEA = SPRITE : IDN = 1
REP = 75 : ADY = -1 : ADH = -1 : ADW = -1 : LOP
LEA = 3DVECTOR : IDN = 0
NOP = 1 : MRY = 0
LEA = SPRITE : IDN = 1
REP = 54 : ADA = -4 : LOP
MVA = 0
IDL = 3DVECTOR : IDN = 0
ADX = -15 : ADY = -50 : MVA = 255
NOP = 2
LEA = SPRITE : IDN = 0 : MVA = 0
LEA = 3DVECTOR : IDN = 0
REP = 50 : ADZ = 80 : ADY = 2 : LOP
RGB = $F00 :CLS = 2
STP = 3DVECTOR+SPRITE
RTS
;---------------
LAB = 20
CAL = 3DVECTOR
@INIT3D = 1,1
ADZ = 600 : MAX = 90 : MAY = -70 : ADY = 120
REP = 50 : ADZ = -12 : ADY = -2 : LOP
MRY = 3
CAL = MASK : NOP = 3 : STP = MASK
NOP = 3 : MRY = -3
REP = 50 : ADX = -2 : ADZ = -1 : LOP
CAL = MASK
REP = 300 : ADX = 1 : ADZ = 3 : LOP
BFX = 4
STP = MASK
REP = 100 : ADX = -1 : ADZ = -4 : LOP
CAL = SPRITE : LEA = SPRITE : IDN = 2
ADZ = 30 : ADY = 100
REP = 54 : ADA = 4 : LOP
MVA = 255
CAL = MASK : NOP = 1
LEA = 3DVECTOR : IDN = 1
MRY = 3
REP = 75 : ADZ = -5 : LOP
STP = MASK
LEA = SPRITE
REP = 54 
   IDN = 2 : ADA = -4
   IDN = 3 : ADA = 4
LOP
IDN = 2 : MVA = 0
IDN = 3 : MVA = 255
NOP = 2
CAL = MASK : NOP = 2
LEA = 3DVECTOR : IDN = 1
MRY = -3
REP = 100 : ADZ = 20 : ADX = -1 : LOP
STP = MASK : LEA = SPRITE
REP = 54 
  IDN = 3 : ADA = -4
  IDN = 4 : ADA = 4
LOP
IDN = 3 : MVA = 0
IDN = 4 : MVA = 255
NOP = 1
CAL = MASK : NOP = 1
LEA = 3DVECTOR : IDN = 1
REP = 50 : ADZ = 20 : LOP
STP = MASK
LEA = SPRITE : IDN = 4
REP = 54 : ADA = -4 : LOP
MVA = 0 : CLS = 2
RTS

;--------------------
LAB = 30
CAL = 3DDIRECT
@INIT3D = 2,2
ADZ = 5900 : ADY = -400
AAY = 90 : AAX = 10 : AAZ = 20
MRY = -6 : MRX = 6 : MRZ = 8
REP = 100
  AAX = 1 : ADZ = -20 : ADY = 4 : AAX = -1
LOP
REP = 100
  ADZ = -20 : ADY = 2 : AAX = -1
LOP
REP = 100
  ADZ = -10 : ADY = 1 : AAX = 1
LOP
NOP = 1
REP = 100
  ADZ = 10 : ADY = -1
LOP
NOP = 5
REP = 300 : ADY = -4 : LOP
RGB = $100
STP = 3DVECTOR
LEA = SPRITE : IDN = 4 : MVA = 0
STP = SPRITE
RTS

;----------------
LAB = 40
 CAL = BACK
 LEA = 3DDIRECT
 REP = 150 : ADZ = -8 : LOP
 STP = 3DDIRECT : NOP = 1
 CLS = 3
 CAL = 3DVECTOR
 @INIT3D = 3,4
 ADZ = 500 : ADX = 100 : MRY = 30
 CPH = 320 : CPY = 20 
 CAL = AMIGATEXT
 LEA = 3DVECTOR : IDN = 3
 REP = 1500 : ADY = -3 : LOP
 REP = 200 : ADX = 3 : LOP
 STP = 3DVECTOR+DISPLAY
 NOP = 1
 STP = AMIGATEXT+BACK
RTS

;-----------------
LAB = 50
CAL = PLASMA+3DBALL
@INI3DBA = 0,2
MRX = 15 : MRY = 15 : MRZ = 15
ADZ = 500 : ADX = -400
CAL = DISPLAY+PAGE
REP = 200 : ADX = 2 : LOP
REP = 125 : ADZ = 1 : LOP
CAL = MASK : BFX = 1
REP = 125 : ADZ = 1 : LOP
STP = MASK : BFX = 2
REP = 250 : ADZ = 1 : LOP
CAL = MASK : BFX = 3
REP = 150 : ADZ = -1 : LOP
STP = MASK : BFX = 4
REP = 150 : ADZ = -1 : LOP
REP = 150 : ADZ = -1 : LOP
CAL = MASK : BFX = 1
REP = 150 : ADZ = -1 : LOP
STP = MASK : BFX = 4
REP = 100 : ADX = 2 : LOP
STP = DISPLAY : NOP = 1
STP = PAGE+3DBALL+PLASMA
RTS

;-----------------
LAB = 60
CAL = STARS+PLASMA+SPRITE
LEA = SPRITE 
IDN = 6 : MVA = 0
IDN = 1
IDL = 3DVECTOR
MVA = 30 : ADZ = 100 : ADS = -100
SFX = 2 : BFX = 2
CAL = 3DVECTOR
@INIT3D = 4,4
ADX = -50 : ADZ = 4400
CAL = DISPLAY+MASK
LEA = MASK
IDL = 3DVECTOR : LEA = 3DVECTOR : IDN = 4
REP = 180 
    AAX = 2 : ADZ = -10
    IFR > 8 : ADY = 1
LOP
AAX = -360
STP = MASK
REP = 184 
    AAX = 2 : ADZ = -10
    IFR > 8 : ADY = 1
LOP
MRX = 0 : MRY = 25 : BFX = 4
CAL = LOGO
LEA = 3DVECTOR : IDN = 4
IDL = SPRITE
REP = 100 : ADY =  -1 : LOP
LEA = LOGO
REP = 50
  LEA = LOGO
  ADY = 1 : ADH = -1
  LEA = SPRITE
  IDN = 1 : ADZ = 5 : ADA = -1
LOP
LEA = SPRITE : IDN = 1 : MVA = 0
LEA = LOGO
IDL = 3DVECTOR
LEA = SPRITE : IDN = 6 : MVX = 200 : MVY = 150
REP = 54
    ADA = 4 : ADZ = -1 : ADY = -1 : ADX = -1
LOP
IDL = TRAINER : IDN = 7
REP = 50 : ADA = 2 : LOP
NOP = 4
LEA = SPRITE : IDN = 6
REP = 40 : ADX = -2 : LOP
REP = 100 : ADX = 2 : ADA = 2 : LOP
REP = 100 : ADX = 2 : ADA = -2 : LOP
MVA = 0
CAL = MASK : LEA = LOGO
REP = 50 : ADX = -2 : ADY = -1 : LOP
STP = MASK
REP = 200 : ADX = 2 : LOP
CAL = MASK
REP = 100 : ADX = -2 : LOP
STP = MASK
REP = 125 : AAX = 1 : ADH = -2 : ADW = 2 : ADA = -2 : ADY = 2
LOP
STP = LOGO
LEA = 3DVECTOR : IDN = 4
REP = 200 : ADY = 2 : LOP
STP = 3DVECTOR+DISPLAY
NOP = 1
STP = STARS
LEA = SPRITE : IDN = 7 : MVA = 0
RTS

Related Posts

Finalizing

For all of my OSDM productions, tools by me and others, Oldskool Demomaker resources and communities, check out the OSDM Section of my web site.

Enjoy!

Cheers!
Carsten aka Roy/SAC

 Post details 

Categories: EDUCATION OSDM TUTORIAL
Tags:
Published on: September 8, 2014

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