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Jetboot Jack

C64 demo - I know, but don't hate!

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Fixed - somehow double posted a bad link - oh well, anyway - GREAT MUSIC

Edited by Jetboot Jack

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That's pretty nice - shows off the plus points of the c64 really well ( better sprites, and colour attributes )

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Pretty impressive.

 

Wonder if it's Stereo SID though...

 

No, C64 demos don't tend to use extra hardware - to my knowledge there aren't any demos at all that support a second SID.

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Looks better in the emulator... no crappy artifacts.

 

Definately mono SID. That music would take some beating.

 

Nice zoomer too, put to really good effect on the scroller.

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Overall excellent - nice music. Only nitpick is the colors seem to be 'muddy' - not sure if by choice or color pallete

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Any new 8 bit demos? I guess the C64 scene is way bigger ( having a c64 party in 2008 is pretty impressive )

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The "scene" with A8 seems to be more towards games.

 

Demos are all well and good, but watch them a few times and that's it. A good game has repeat value that can keep you coming back for years.

 

 

Palette? Only 16 colours to choose from, so not exactly much choice.

 

Still, with careful selection you can get progressive luma fade effects although nothing near A8/ST/Amiga.

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Wow, that's awesome on many levels. Fantastic SID work, really creative. I'm very impressed. One of the best C64 demos I've seen this year

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The best demo I have seen ever from C64 scene.

Good mixing colors and use of black color to delimiter areas.

Remind me the style of Swapz! game.

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i love the transitions and the picture blend fx...it definitly has Booze trademarks... ;) good work! very good!

 

the zoom fx seem to be new and use some nice hardware tricks? as they seem to be 50 hz?

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I recvall hearing that CBM were planning on doing a 'stereo sid' chip....was to be used in the limited released C65, which also sported an upgraded VIC II chip (with over 4k colours and higher resolution)

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One of the C64 Demos I gave a "thumb up" at POUET.

Many of the demoparts seem to be "simple" stuff for C64 (re used charset ) so it can load via Floppy, while doing impressive looking FX.

 

On the ATARI someone might do a "fullscreen Gr. 3" roto zoomer with overlayed PM, some wobbling by programming the Displaylist ... (or else) .... and 2 channel digi music while loading data via Floppy, to have a fluent demo presentation.

For a perfect fluent impression between loading parts and "full CPU" using FX, someone should have to create a tune that is using full Pokey generators and digis in between. Depending on the presentation, the tune could use 2, or up to 5, Voices then....

 

Hardwarewise the ATARI can do such impresive stuff...

Remembering the "Pure" demo size is 16K . It is impressive and it has some interesting presentation parts. But it is rather short. Combining it with a track loader and an extended Soundtrack... well .... imagine yourself... also some TIP animation could find place in such demonstration...

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I've thought about mode change zoomers, but really the step size is too big.

 

Vertical zoom - no problem, you can just have DLists with repeated LMS if you're working with bitmaps.

 

Horizontal - a bit more work needed there.

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I've thought about mode change zoomers, but really the step size is too big.

 

Vertical zoom - no problem, you can just have DLists with repeated LMS if you're working with bitmaps.

 

Horizontal - a bit more work needed there.

 

Horizontal zoom via DL is really not usefull. But the coder could decide between easy FX while loading from disk and a full CPU consuming "G2F" picture with a defined field for FX presentation after loading. The screen ranges of FX in the C64 demo are sometimes very small, but it get impressive by the shown graphics in the background.

Another possibility of presentation could be, to load a picture in B/W, then load the picture with fully colours in the background, while moving some players.... after loading, the picture changes "charwise" from B/W into colour

Also, the GR. 9 Screen with overlayed missiles could create interesting effects, while loading from disk...

Actually , the ATARI has the perfect palette for making fadings between the different demonstration screen...

There is really enough potential in the "stock" machine.

Like doing interlace for colour enhancements while an effect is running. The moving pixels will not hurt the eyes then. Even this could be done while loading from disk.

Edited by emkay

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Rybags... I once played around with the "mosaic"-fx like on GBA... you could use Antic for zooming but of course you would still need to "soft"zoom the steps between so I would assume it is not worth to go in that way...

 

I guess that why the zoomers are so impressive are they seem to be 50 hz and using VIC tricks... but the "logo-zoomer" remembers me the one I have seen in a Oxyron demo...

 

For me more interesting are the blending fx etc... how would you do the clearing of the screen ram/colour ram? with a lookup table only?

 

and the raster fx are not bad either... esp. in combination of different gfx modes plus software modes...

 

the sprite stretchter is cool, too...same to the 3d parts esp. whith now knowing that bitmap modes are more complicated on c64... ;) plus the 0,9 MHz CPU... ;)

 

still well done...

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I guess that why the zoomers are so impressive are they seem to be 50 hz and using VIC tricks... but the "logo-zoomer" remembers me the one I have seen in a Oxyron demo...

 

Have a look at the notefile, HCL documets each effect in quite a bit of detail and mentions Graham's code as an inspiration - he has improved on it though.

 

For everyone else: remember, it's a C64 and not an Atari - there is no display list or WSYNC to assist with timing and if sprites are placed over cycle-timed events they'll alter those timings and have to be allowed for on scanlines covered. Oh, and anything arriving or leaving through the side borders was a total and utter scumbag to time. =-)

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Yeah, what impressed me most about the demo aside from seeming to pack a lot in for the disk space used, was the use of side borders.

 

Sure, it's all been done before but in most cases has been static.

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From the art and technical point of view I would dare to say this is much better than anything else I have ever seen for C64 and Atari. Near perfect (apart from the colors that look a bit depressive in my opinion)! In particular I like the transitions between different scenes/parts.

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Sorry, seems I'm getting to old for such stuff.

Yes, the music is nice and there are two or three nice effects (like the moving floor), but I have to confess I advanced the video several times since there is nothing which holds me in front of this for 15 minutes:

 

* bitmap zooming here - wow

* text scrolling there - wow

* a purple brown lady here - wow

* simple 3D-shapes rotating there - wow

* the usual plasma fuss - wow

 

I have to agree: Putting this obvious efforts into something interactive makes IMHO more sense and would be much more entertaining.

 

Anybody else bored?

Irgendwer

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Yes, the music is nice and there are two or three nice effects (like the moving floor), but I have to confess I advanced the video several times since there is nothing which holds me in front of this for 15 minutes:

 

I liked the demo, but I did feel that it dragged. To me the best demos surprise you with a cool effect, then move on without giving you several minutes to analyze it. I think Second Reality is a great example of proper pacing.

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