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Effluvium   [2004]

Effluvium Released by :
ChristopherJam

Release Date :
1 August 2004

Type :
C64 Demo

Released At :
LCP 2004

Achievements :
C64 Demo Competition at LCP 2004 :  #5

User rating:********__  7.5/10 (18 votes)   See votestatistics
********__  7.5/10 (10 votes) - Public votes only.

Credits :
Code .... ChristopherJam
Music .... ChristopherJam
Graphics .... ChristopherJam
Loader .... ChristopherJam

Download :
http://csdb.dk/getinternalfile.php/2680/effluvium.d64 (downloads: 1922)
ftp://ftp.scs-trc.net/pub/c64/Party/2004/LCP/Effluvium.zip (downloads: 627)

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Oswald on 7 June 2007
I'm still waiting for some new stuff like this from cristopher, this demo showed huge potentials :)
User Comment
Submitted by Tao on 27 September 2006
@sasq: You call *this* "very oldschool"? Haven't you seen any demos from, say 1990?!
User Comment
Submitted by CreaMD on 27 September 2006
How come I missed this... !! Faboloozish!
User Comment
Submitted by Krill on 13 March 2006
The zoomer <3 <3 <3
User Comment
Submitted by ChristopherJam on 3 August 2004
Oswald:

-yup, it's an escher. TBH, I should have credited http://escherdroste.math.leidenuniv.nl/ for the original video that I then scrolled around and compressed; ran out of time for doing a proper credits section.
-it's single buffered mostly because it takes less than 10,000 cycles to decompress a frame and I frame sync and decrunch from top to bottom so you never see a mix of two. There are 120 frames altogether, displayed at 50fps.
-the last part I ripped the level data from Driller (albeit by playing the game and doing a week of surveying and trig!). It's 100% realtime, and runs about three times faster than the original game.
-Both the julia and the last part could have been a bit faster, but I only just had time to get them working in time. The julia has the tightest iteration I could manage while maintaining 8 bit accuracy (otherwise I'd ditch the SEC!), but the plot is not ideal and I also compute 'outside the circle'. The last part could do with some optimisation on the hidden surface removal.
-Thanks for the compliment!



User Comment
Submitted by Oswald on 3 August 2004
very promising :) is that an escher picture in the endless zoomer part? awesome idea :) although double buffer should have been used, mixing the current and the upcoming frame to hide the depack speed looks ugly. mixes up the nicely converted frames. Or this is a new trick and there are no frames 100% stored just partially ? interesting :) the julia fractal is lightning fast, and at the last part I wonder if its just a rip from the older games, is it precalculated, or is it 100% realtime and self done ? Id love to know the answers :) codewise the best demo from lcp imho. the rest is very weak.
User Comment
Submitted by Trash on 3 August 2004
The zoomer alone gave it a nine in my book, the fractal was also cool. ChristopherJam: Please make another release, your code surely could compete with the best.
User Comment
Submitted by blackdroid on 2 August 2004
the zoomer did indeed impress, and the quite fast animated julia.
User Comment
Submitted by Sasq on 2 August 2004
Very oldskool, Nice zoomer :)
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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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