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Nocode-slide   [2013]

Nocode-slide Released by :
tlr

Release Date :
1 April 2013

Type :
C64 Graphics Collection

User rating:**********  9.5/10 (13 votes)   See votestatistics

Credits :
Code .... tlr of VICE Team
Graphics .... Wayne Schmidt

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Cruzer on 23 May 2016
Great idea!
User Comment
Submitted by TheRyk on 8 April 2013
Clever, thumbs up!
User Comment
Submitted by Monte Carlos on 5 April 2013
Beside the interesting trick: Some cool grafics were over too soon. Any possibility to release them seperately?
User Comment
Submitted by Wisdom on 3 April 2013
Genius!
User Comment
Submitted by enthusi on 2 April 2013
Graphics Collection... Maybe we need a 0 byte category? :)
User Comment
Submitted by Frantic on 2 April 2013
Conceptual coding!
User Comment
Submitted by enthusi on 2 April 2013
Ah, I was wondering why noone loads accross i/o into $exxx and was preparing something for above & beyond #2 but never thought of actual code being executed on the run. And yes, drive-relevant-i/o bothered me, too.
Very cool release!
User Comment
Submitted by Mixer on 2 April 2013
Brilliant!
User Comment
Submitted by Deaks on 2 April 2013
How about using a .d81 and making an animation instead of a slideshow. Really cool trick!
User Comment
Submitted by Raffox|HF on 1 April 2013
3 or 4 pictures are particularly nice and stick out from the rest.
User Comment
Submitted by algorithm on 1 April 2013
Worlds first!
User Comment
Submitted by Pex Mahoney Tufvesson on 1 April 2013
Awesome! Congratulations, tlr - you were quick to come up with a c64 jailbreak demo, much more advanced that I'd ever dream could be done! I bow for you, I have merely just gotten the border black with a loading address of $0100 to $0200 running no code at all.
User Comment
Submitted by iAN CooG on 1 April 2013
drj: the point of this release wasn't to make a fancy slideshow, but to make the loader selfloading the various pics only using the loading kernel routine. The data are formatted in a way that $d000-dfff area contain the right bytes to set bitmap mode, activate the humming sid noise and when the loading address wraps at $0000, the loading pointer at $ae/af gets overwritten to make load the rest of the file again at $cbae, until eof.
User Comment
Submitted by Dr.j on 1 April 2013
nice gfx , i think the slideshow could be more intersting with a music and some nice sprite effects. the picture came very fast for my etes. btw very nice pics you have
User Comment
Submitted by CreaMD on 1 April 2013
Cool slideshow. GFX craftsmanship. (checked profile of WS me ignorant.. never heard of ;-)
User Comment
Submitted by Urban Space Cowboy on 1 April 2013
At last, a production where the slow default ROM loader is the one to use. :) See forum thread: How to correctly use KERNAL routines from a cartridge?
User Comment
Submitted by iAN CooG on 1 April 2013
awesome loading trick =)
User Comment
Submitted by Zyron on 1 April 2013
Crazy!
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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.
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