The Punisher
Text Inside this Production

 
 
& OKAY DUDES! NOW FOR SOMETHING
&   VERY FAMILIAR IN A NEW WAY...
 
 
&            GLENZ VECTOR
         AND RUBBER VECTOR
 
 
&        IN PERFECT HARMONY!

 
 
 
&  HAVE YOU EVER SEEN VECTORS
 WITH FRACTAL PATTERNS MAPPED
          ONTO THE SIDES???
&IF NOT, YOU'D BETTER WATCH THE...
 
 
& #$% SIERPINSKI VECTORS #$%

 
 
 
  SO, DAN(ANARCHY) - YOU THINK
  YOU HAVE THE FASTEST CIRCLE
     ROUTINE ON THE AMIGA???
 
&        #$% NOT SO! #$%
 
&WATCH THIS!! FASTER THAN YOURS
   AND 100 PERCENT ACCURATE!

 
        &#$%&           #$%
      &#$%&               #$%
    &#$%&                   #$%
  &#$%&                       #$%
&#$%&                           #$%
& OKAY EVERYONE - THE TIME HAS
& COME FOR THE BLOODY CREDITS...
&#$%&                           #$%
  &#$%&                       #$%
    &#$%&                   #$%
      &#$%&               #$%
        &#$%&           #$%

 
 
 
 
 
  WE HAVE LEFT THE BORING BIT
            TO THE END:-
 
    #$% THE GREETINGS #$%

 
 
 
 
 
&       HOW ABOUT A COMPLEX
     VECTOR WITH A SPHERE??
 
   HERE WE GO WITH AN EXAMPLE

 
 
NOBODY EVER CODES ANYTHING NEW
 WITH VECTORS THESE DAYS, JUST
 &THE SAME OLD, BORING EFFECTS.
 
 &#$% THIS HAS TO CHANGE! #$%
 
            TRY THIS ONE:-
 
    #$% PENCIL VECTORS #$%

 
 
 
 IF YOU DON'T KNOW OUR MEMBERS
        LIST, HERE IT COMES.
 
   &THIS LIST IS COMPLETE UP TO
& #$% 11TH JANUARY 1992 #$%
 
 (WHEN THIS DEMO WAS RELEASED!)

 
 
 
&WE WILL START THIS DEMO WITH A
 
       #$% BLUR FIELD #$%
 
THIS WAS CODED BEFORE ALCATRAZ
 DID IT, BUT THEY GOT THERE 1ST
    &   SO WELL DONE GUYS!!!

 
 
 
 
 WHEN IS A CIRCLE NOT A CIRCLE?
         WHEN IT'S A SQUARE!
 
 GET READY FOR THE INCREDIBLE...
 
     #$% CIRCLE-TRANZ #$%

 
 
 
 
 CIRCLES FEATURE QUITE ALOT IN
  THIS DEMO, AND TO START WITH,
         I PRESENT FOR YOU:-
 
      #$% CIRCLE-FUNK #$%

 
 
 
 
 &HAVE YOU EVER SEEN A TUBE OF
     STARS SPINNING MADLY???
       &YOU'D BETTER WATCH...
 
     #$% CHAOTIC STARS #$%







PackReplay 1.3



greetz











OK dudes. Above, you will see some logos
 greeting all our friends in the scene. 
  and here, you will see some personal  
  greets, messages and advertisements.  
  This demo was Initially shown at the  
   Rebellion Party in the U.K where it  
 won the demo comp, but was released six
   days later on the 11th January 1992  
 We have greeted most of the people who 
we could find logos for. Those we could 
not, we greet here...                   
                                        
Relay -       hi mutley, dope + the rest
              hope things are going well
Laser Danse - your pack intro logo was  
              too big!!!                
Has anyone noticed the capslock light???
                                        
simply do the following:-               
                                        
       bchg 6,bfe001 (in a loop)        
                                        
     (found by lexicon of digital!)     
   (thanx for that one mate! - spook)   
                                        
Eclipse - Couldn't find any logos from  
          you guys, but greetings to you
          all (especially Azrail for    
          putting up with my lame non-  
          sending of parcels! hope the  
          coding goes well, ben!!!      
                                        
                                        
                                        
if you want to get in touch with digital
   you should write to the following    
               addresses                
                                        
                                        
                                        
For swapping, write to...               
                                        
Source               Azi                
18 Oldfield Rd.      14 Parsley Hay Rd. 
Eastherringthorpe    Sheffield          
Rotherham            South Yorkshire    
S65 3PA              S13 8NJ            
England              England            
For membership, write to...             
                                        
          No.5 of Digital               
           122 Laudsdale Rd.            
            Eastherringthorpe           
             Rotherham                  
              S65 3NS                   
               England                  
                                        
                                        
 if you want hot digital releases, call 
   one of our boards on the following   
                numbers.                
                                        
                                        
                                        
call....                                
       GG   H H    O     SS   TTT       
      G     H H   O O   S      T        
      G G - HHH - O O -  S  -  T        
      G G   H H   O O     S    T        
       G    H H    O    SS     T (WHQ)  
                                        
          +44 (0) 912 645 355           
or even....                             
                                        
                the b.b.s               
            at the end of the           
                universe                
                 (UKHQ)                 
                                        
            +44 (0) 534 33781           
                                        
                                        
 Hi to Cosy of nemesis - thanx for the  
 use of you swapping talents in getting 
    our productions spread, we really   
          appreciate it dude!           
                                        
                                        
    Greetings to everyone in Anarchy    
                                        
 Keep up the good work with Stolen Data 
           and the nice demos           
                                        
Hello to:-                              
    Judge Drokk, Mr. Big, Dan, Nuke,    
     Kreator, Krest and the rest...     
  Hi to all the crazy guys in Anthrox.  
  Nice trainers lately and I am looking 
 forward to "Bobby The Ball 2" (Come on 
         Yobbo ya lazy bast.!!!)        
                                        
        Greetz to the boyeeeez:-        
Yobbo, Retaliator, TDK, Ice, and all the
            other cool guyz.            
Message to Pal of scoopex from flame... 
                                        
 do you like this little 8x8 font? you  
 obviously did, as i originally painted 
it for scoopex and sent it off to photon
and the other scoopex divisions. taking 
 this font, recolouring it and claiming 
it as you own is not a nice thing to do.
(continued)                             
  if this was simply a mistake in the   
  credits in the intro by jawbreaker,   
 then i apologize, but could you please 
  make sure that the correct person is  
       credited for work you use.       
                                        
             written by flame of digital
                                        
yes everyone, this really is the end of 
 the demo. in a few seconds, you amiga  
   will reset and life will cease to    
    continue in the form we know it.    
                                        
                goodbye!                
                                        
                                        
       ttt h h eee    eee nn  dd        
        t  h h e      e   n n d d       
        t  hhh ee     ee  n n d d       
        t  h h e      e   n n d d       
        t  h h eee    eee n n dd        
                                        
                                        



### the following is leftovers at the end of the disk

 this code
		move.w	#$10,$dff09c
		ifne	music
; 		jsr	mt_music		*** Play music
		endc
		addq.b	#1,fly			*** Increment Frame No.
out:		movem.l	(sp)+,d0-d7/a0-a6	*** Restore registers
		dc.w	$4ef9			*** JSR instruction
old:		dc.l	0			*** to here



		************************************
		*****                          *****
		***** Removes Operating System *****
		*****                          *****
		************************************



RemoveSystem:	move.l	usp,a0
		move.l	a0,usp
store		*** Save USP

		lea	gfxlib,a1		
		moveq	#0,d0
		move.l	4.w,a6
		jsr	-$228(a6)		*** Open graphics library
		tst	d0
		beq	error
		move.l	d0,gfxbse		*** Store graphics base

		move.l	gfxbse,a6		*** Set up copper list
		add.l	#$32,a6
		move.l	(a6),oldcpr		*** Store workbench copper list
		move.l	#copper,(a6)		*** Use our copper list
		move.w	#$87ff,$dff096		*** All DMA on
		move.w	#$003f,$dff096		*** No Sprites or disk DMA
		move.w	#$8010,$dff09a		*** Enable level 3 interrupt
		mo
ve.l	$6c.w,old		*** Store old level 3 interrupt
		move.l	#new,$6c.w		*** Use our interrupt
		bset	#1,$bfe001		*** Filter off
		move.w	#0,$dff042		*** Clear out CLI crap
		clr.w	$dff144			*** No sprite stripes

		ifne	music
		jsr	mt_init			*** Set sound DMA up
		jsr	mt_end
		jsr	mt_init
		endc

		lea	$dff000,a6

		rts



		************************************
		*****                          *****
		***** Install Operating System *****
		*****                          *****
		********
@****************************


InstallSystem:
		ifne	music
		jsr	mt_end
		endc

		bclr	#1,$bfe001
		move.l	old,$6c.w		*** Put in old level 3 int.
		move.w	#$10,$dff09a		*** Disable our L3 int.
		move.w	#$8030,$dff096		*** Sprites & Disk DMA back on
		move.l	gfxbse,a6
		add.l	#$32,a6
		move.l	oldcpr,(a6)		*** Put back workbench Clist
		move.l	gfxbse,a1		*** Close graphics library
		move.l	$4.w,a6
		jsr	-$19e(a6)
error:		moveq	#0,d0			*** No workbench errors
		move.l	uspstore,a0		*** O
          *****
		*****                            *****
		**************************************



bwait:		macro
.bw\@		btst	#14,$2(a6)
		bne.s	.bw\@
		endm



		**************************************
		*****                            *****
		*****        Main Program        *****
		*****                            *****
		**************************************



		move.l	#Pstart,$80.w
		trap	#0			*** Go into supervisor mode
		rts
Pstart:
		bsr	RemoveSystem
		bsr	InitVars
		move.
$0000,$00e8
plane2h:	dc.w	$0000,$00ea
plane2l:	dc.w	$0000,$00ec
plane3h:	dc.w	$0000,$00ee
plane3l:	dc.w	$0000

Col00:		dc.w	$0180,$0000
Col01:		dc.w	$0182,$0000
Col02:		dc.w	$0184,$0000
Col03:		dc.w	$0186,$0000
Col04:		dc.w	$0188,$0000
Col05:		dc.w	$018a,$0000
Col06:		dc.w	$018c,$0000
Col07:		dc.w	$018e,$0000
Col08:		dc.w	$0190,$0000
Col09:		dc.w	$0192,$0000
Col10:		dc.w	$0194,$0000
Col11:		dc.w	$0196,$0000
Col12:		dc.w	$0198,$0000
Col13:		dc.w	$019a,$0000
Col14:		dc.w	$019c,$0000
Co


: blocks2.bit"
		even
Cars:		incbin	"df0:gpcars.bit"
		even
Carsave1:	dc.l	Screens
		dcb.b	6*128,0
Carsave2:	dc.l	Screens
		dcb.b	6*128,0
Carsave3:	dc.l	Screens
		dcb.b	6*128,0
Carsave4:	dc.l	Screens
		dcb.b	6*128,0
Carsave5:	dc.l	Screens
		dcb.b	6*128,0
Carsave6:	dc.l	Screens
		dcb.b	6*128,0
		even

carx1:		dc.w	460
cary1:		dc.w	580
carx2:		dc.w	460
cary2:		dc.w	580+40
carx3:		dc.w	460
cary3:		dc.w	580+80
carx4:		dc.w	460
cary4:		dc.w	580+120
carx5:		dc.w	460
cary5:		dc.w	580+160
carx
_6:		dc.w	460
cary6:		dc.w	580+200

carbob1:	dc.l	Cars
carbob2:	dc.l	Cars+4
carbob3:	dc.l	Cars+8
carbob4:	dc.l	Cars+12
carbob5:	dc.l	Cars+16
carbob6:	dc.l	Cars+20

bobsp:		dc.l	cbobs

cbobs:		dc.l	Cars
		dc.l	Cars+4
		dc.l	Cars+8
		dc.l	Cars+12
		dc.l	Cars+16
		dc.l	Cars+20
		dc.l	Cars+24
		dc.l	Cars+28
		dc.l	Cars+32
		dc.l	Cars+36
		dc.l	Cars+(160*32)
		dc.l	Cars+(160*32)+4
		dc.l	Cars+(160*32)+8
		dc.l	Cars+(160*32)+12
		dc.l	Cars+(160*32)+16
		dc.l	Cars+(160*32)+20
cbobe:

cursor:
@		dc.l	$ffffffff
		rept	30
		dc.l	$80000001
		endr
		dc.l	$ffffffff

blockstore:	dcb.l	32*4,0
blockaddr:	dc.l	screens

Mapdata:
	dcb.b 20*5,47
	dc.b 47,47,47,07,08,09,58,58,58,58,58,58,58,58,11,12,13,47,47,47
	dc.b 47,47,05,06,48,48,48,48,48,48,48,48,48,48,48,48,14,15,47,47
	dc.b 47,03,04,48,48,48,48,48,48,48,48,48,48,48,48,48,48,16,17,47
	dc.b 47,02,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,18,47
	dc.b 47,01,48,48,48,48,43,59,59,59,59,59,59,44,48,48,48,48,19,47
	dc.b 47,57,48,
48,48,41,42,47,47,47,47,47,47,45,46,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47
(&store		*** Save USP

		lea	gfxlib,a1		
		moveq	#0,d0
		move.l	4.w,a6
		jsr	-$228(a6)		*** Open graphics library
		tst	d0
		beq	error
		move.l	d0,gfxbse		*** Store graphics base

		move.l	gfxbse,a6		*** Set up copper list
		add.l	#$32,a6
		move.l	(a6),oldcpr		*** Store workbench copper list
		move.l	#copper,(a6)		*** Use our copper list
		move.w	#$87ff,$dff096		*** All DMA on
		move.w	#$003f,$dff096		*** No Sprites or disk DMA
		move.w	#$8010,$dff09a		*** Enable level 3 interrupt
		mo
)dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,
‚47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48,48,48,49,47
	dc.b 47,57,48,48,48,49,47,47,47,47,47,47,47,47,57,48
,48,48,49,47
	dc.b 47,57,48,48,48,54,55,47,47,47,47,47,47,52,53,48,48,48,49,47
	dc.b 47,31,48,48,48,48,56,58,58,58,58,58,58,51,48,48,48,48,29,47
	dc.b 47,32,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,48,28,47
	dc.b 47,33,34,48,48,48,48,48,48,48,48,48,48,48,48,48,48,26,27,47
	dc.b 47,47,35,36,48,48,48,48,48,48,48,48,48,48,48,48,24,25,47,47
	dc.b 47,47,47,37,38,39,59,59,59,59,59,59,59,59,21,22,23,47,47,47
	dcb.b 20*5,47




		*************************************
		*****