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Frodigi 7   [2017]

Frodigi 7 Released by :
Algotech

Release Date :
8 January 2017

Type :
C64 One-File Demo

User rating:*******___  6.9/10 (7 votes)   See votestatistics

Credits :
Code .... Algorithm of Algotech, Onslaught, svenonacid
Graphics .... Algorithm of Algotech, Onslaught, svenonacid
Design .... Algorithm of Algotech, Onslaught, svenonacid
Charset .... Crossbow of Crest
Concept .... Algorithm of Algotech, Onslaught, svenonacid

Download :
http://csdb.dk/getinternalfile.php/154158/frodigi7.prg (downloads: 508)

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Magic on 10 January 2017
This might be technically codewise outstanding it doesnt sound that good and the entertainment value is zero..

Get involved in some great demo project and include your audio skills
there.. Would love that..

What Censor did with side 3 of Wonderland XIII is just great and technically of a high level. (for example)

Anyway just my 2 cents.. Keep up the good work!
User Comment
Submitted by Mixer on 9 January 2017
This is really cool :) However, it needs the noise mixed in somehow, especially the singing part.
User Comment
Submitted by Oswald on 9 January 2017
would have made a nice intro comp entry. pretty cool frodigy this time !
User Comment
Submitted by Frantic on 9 January 2017
Nice, but... the sound quality is a bit low. ;)
User Comment
Submitted by algorithm on 9 January 2017
Sorry amendment to the above. "I am using a custom calibrated Pulsewidth table for each frequency to give 16 unrestricted amplitudes per channel" not 4
User Comment
Submitted by algorithm on 9 January 2017
First part has digital mixing of six sines each with their own amplitude and frequency. The data was encoded by my PC tool that utilises multi-overlap STFFT as well as updated psycoaccoustic modelling that packs the data as a bitpacked frame chunk. Update of parameters at 25hz with main mixing routine starting in zero page. Packed approximately 200 bytes.

The second part uses the sid synth chip to generate the audio changing parameters per frame. For this reason, CPU time is very low (a few rasterlines) but limited to 3 channels. I am using a custom calibrated Pulsewidth table for each frequency to give 4 unrestricted amplitudes per channel (without the ADSR sustain increase restriction). This part is interactive and allows you to play about with some parameters. The vocal type effect is packed to approximately 120 bytes.

The FFT display is generated via the actual frequency/amplitude data that is within the stream hence is a true reflection (although I have tweaked the FFT scope to zone towards more of the used frequencies)

<rant>
Yes, i am aware that the quality is low but again for this size, Instead of moaning around about the quality, lets hear YOUR example at the same bitrate. Then bitch about once you achieve higher quality of the same audio subjects at the same bitrate or lower :-) </rant>
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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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