Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
  You are not logged in - nap
Pimp My Commodore   [2012]

Pimp My Commodore Released by :
Chorus, Resource [web], Singular [web]

Release Date :
8 July 2012

Type :
C64 One-File Demo

Released At :
Arok 2012

Achievements :
Mixed Demo Competition at Arok 2012 :  #1

User rating:*********_  8.9/10 (33 votes)   See votestatistics
**********  9.5/10 (12 votes) - Public votes only.

Credits :
Code .... Clarence of Chorus
  Oswald of Resource
  Soci of Singular, The IDE64 project, VICE Team
Music .... Hermit of Samar Productions, SIDRIP Alliance, Singular
Graphics .... AmN of Anarchy, Resource
  Leon of Chorus, Resource, Singular, Storm
  Poison of Singular
Design .... Poison of Singular
Idea .... Cargo of Singular
Linking .... Soci of Singular, The IDE64 project, VICE Team


SIDs used in this release :
Pimp My Commodore(/MUSICIANS/H/Hermit/Pimp_My_Commodore.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by celticdesign on 1 July 2013
underrated!!!
User Comment
Submitted by NecroPolo on 22 July 2012
You should have seen our faces during the compo when this one came :) Awesome work folks, lots of respect for it!
User Comment
Submitted by Cresh on 16 July 2012
Captured:

http://youtu.be/uYit_emaBWs
User Comment
Submitted by Cargo on 16 July 2012
Soci:

Carrion didn't want to harm you. I think he perchance missed you from the list.

Carrion:
Soci was the main coder of this demo. He made the svg font renderer, the first colour effect and he linked the parts.
User Comment
Submitted by soci on 16 July 2012
Time to write that note, otherwise it seems I did nothing. ;(
User Comment
Submitted by Cargo on 15 July 2012
It is not secret that as soon as possible we'll release a final version with some fixed bugs, better timing and hidden part. Thank you all your positive comments. \o/ It was too good to work together, so maybe there will be neXt. ;)
User Comment
Submitted by Stone on 15 July 2012
Great demo! I love the font renderer and sideborder plasma especially.
User Comment
Submitted by algorithm on 15 July 2012
Excellent font renderer. And congrats on fitting everything in less than 35k
User Comment
Submitted by Jak T Rip on 15 July 2012
Great to see such a fruitful coop between all those hungarian aces.

Soci!!! How dare you thrill me with such an enormously great SVG viewer routine!!!!

And people think that SVG is an abandoned format - not at all, as you can see.
User Comment
Submitted by Norvax on 15 July 2012
What a one file demo! I liked each and every bit of it. Code, Musics, GFX... What a font renderer! phew...
User Comment
Submitted by Saphir on 14 July 2012
Nice and enjoyable, More of that please :D

Btw. anyone has a sid link for that wonderful tune? :)
User Comment
Submitted by DeeKay on 14 July 2012
Not just a onefiler - 130 blocks only! wow!
User Comment
Submitted by Radiant on 11 July 2012
SVG renderer rules! Super cool idea!
User Comment
Submitted by Cruzer on 11 July 2012
Enjoyed it, especially the font and the rest of the gfx.
User Comment
Submitted by FATFrost on 11 July 2012
How did you make those vertical rasters wobble?! Nice demo!!! Moaar pleez!!!
User Comment
Submitted by Mäestro AmN on 10 July 2012
I am very happy that I could be part of the creative process. Thank you all for the positive feedback. If someone would do a HD YouTube capture, we really would appreciate. Thank you all!
User Comment
Submitted by Mr Wegi on 10 July 2012
Another kickass production - thx for every one parts and retro refresh TP92% :)
User Comment
Submitted by Burglar on 10 July 2012
@hcl, "instead of assembler", please dont scare us like that! /o\

@oswaence, no multiplexer? this was ur chance! ;) I'm sure I've seen Oswald suggesting it in multiple threads
User Comment
Submitted by HCL on 10 July 2012
@Oswald: Haha :), i just love that you share such details!

@Clarence: Cool! Yeah, i'm also moving towards doing demos in html and svg instead of assembler, feels fresh ;).

..and it's a one-filer(!), impressing!
User Comment
Submitted by Hermit on 10 July 2012
Thanx for the positive comments on the music too. It's clear this production's real value is in the hard/unbelievable coding work, but it seems music added to the production a little bit as well :) On the other hand it means that SID-Wizard can be used to produce demo-music in practice, but be careful with too much pattern-effects (especially filter) on the same tracks simultaneously. The more you use the more the rastertime is (but not that much difference I'm talking about if you use normally. According to Soci, I had rastertime-increase when the speech is simulated on 2 channels. But that's a special case, speech-simulation uses SID registers extensively :)...
we'll see what's next :)
User Comment
Submitted by Slator on 10 July 2012
really some nice code in here. The plasma is really eye candy, the textdisplayer is pretty nice and the music fits well. all in all a top notch little production :-D thanks
User Comment
Submitted by Zyron on 10 July 2012
This. Is. Fresh!
User Comment
Submitted by Dr.Science on 10 July 2012
Wow - finally a nice surprise when coming to check the latest releases on CSDb! This is great! YOu did a great job on that one. COngratulations! Hope to see more from you guys!
User Comment
Submitted by Oswald on 10 July 2012
Tower Power has evenly placed bobs aswell, but the perspective is not so agressive. another thing that helps that it calculates the middle face points correctly. due to time pressure I was not able to include that. otherwise each face would have had 2 diagonal lines. I could not have both diagonals because the diagonals would slide on each other because of no middle point calculation :)
User Comment
Submitted by Clarence on 10 July 2012
Thx for reactions.

This is the party version, a more finished version is going to be released, hopefully soon.

@Deekay, my plasma uses a specialized 6 sprites border timing, allowing 8 color registers to play with (in multicolour). The black grid allows enough time to change the 8 colors before and during the badlines.

@Burglar: all bobs are plotted by software (see Oswald's trivia).

@CONS+HCL: Soci made a full svg converter/displayer for the c64, allowing to freely place, zoom, rotate the symbols. It is curve based so smoothness is retained in all scale levels.
User Comment
Submitted by HCL on 10 July 2012
Great demo! I especially like the sideborder plasma, and the text writer (!). How is that done? Are the letters vector-based, or how else did you manage rotating, zooming and lots of effects?

The bob-vector.. Hmm. Well, it may be faster than TowerPower, but the intermediate bobs obviously have incorrect perspective :P. Saved alot of divisions there hehe, but still amazing that you draw bigger bobs so fast.. Love you guys!! You rock!!
User Comment
Submitted by Yogibear on 9 July 2012
Especially like the gfx!
User Comment
Submitted by CONS on 9 July 2012
Well designed, neat effects. It rocks.
That plasma was so ace.. wow and i enjoyed the textwriter, if you can call it that. I wonder how its done.
User Comment
Submitted by PAL on 9 July 2012
thanx, this were cool to see... new demos and with quality...
User Comment
Submitted by Richard on 9 July 2012
Stunning demo.
User Comment
Submitted by Slammer on 9 July 2012
Really good work guys!
User Comment
Submitted by Digger on 9 July 2012
Sweet sauce! I loved Tramiel – his spirit rocks!
User Comment
Submitted by Burglar on 9 July 2012
the wiggly kefrens bars look ace! solid improvement there. also digging the effect behind the pimp my commodore gfx a lot.

fast bobs too, did you finally use sprites + software bobs where needed?
User Comment
Submitted by Pantaloon on 9 July 2012
really nice!
User Comment
Submitted by DeeKay on 9 July 2012
Fuckin A! Well stylish, I just love the tagging font displayer and the B-Boy with the radial colorcycle in the beginning! Awesome border-FX, too, not just AMN's Jack Tramiel but also the border-plasma! Still wondering how that is done, but from what i see the min color resolution (in upperlower border) is 2 chars per pixel, which would mean 3 "pixels" per sprite - would still require color-changing in mid-line for arbitrary colors, quite impressive! 8)
User Comment
Submitted by Skate on 9 July 2012
That's the type of a demo i was waiting for! Very well packed impressive effects. I liked the wavey kefrens bars, sideborder plasma, textured planes, vector... Well, i guess i liked them all. :) Visual works and music are also great. Congratulations pals.
User Comment
Submitted by Joe on 9 July 2012
Some fine updates!
User Comment
Submitted by hedning on 9 July 2012
Yaay. :)
User Comment
Submitted by crayon on 9 July 2012
Great one! Especially muzax is super.

Search CSDb
Advanced
Navigate
Prev - Random - Next
Detailed Info
· Summaries
· User Comments (39)
· Production Notes
Fun Stuff
· Goofs
· Hidden Parts
· Trivia (1)
Forum
· Discuss this release
Info on other sites
· Pouët
· YouTube
Support CSDb
Help keep CSDb running:



Funding status:




About this site:
CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.109 sec.