Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
  You are not logged in 
Tunnel Vision   [2017]

Tunnel Vision Released by :
OMG

Release Date :
14 February 2017

Type :
C64 One-File Demo

User rating:*********_  9.2/10 (47 votes)   See votestatistics
**********  9.6/10 (17 votes) - Public votes only.

Credits :
Code .... Sparta of OMG
Music .... Jeroen Tel of Focus, Maniacs of Noise, Oxyron


SIDs used in this release :
RoboCop 3(/MUSICIANS/T/Tel_Jeroen/RoboCop_3.sid)

Download :
http://csdb.dk/getinternalfile.php/155240/tunnel vision.prg (downloads: 559)

Look for downloads on external sites:
 Pokefinder.org


Summary
Submitted by Sparta on 16 February 2017
Tunnel Vision is a one-filer built around 3 full screen 50Hz tunnel effects.

The first one is character based on a standard text screen and is a true full screen effect. The edges and corners are pre-generated, while the characters with overlaps are real time calculated. This was actually the technically most challenging part which is also very cycle consuming. In some frames there is not enough time left for the music, so I needed to find a work around. I placed the music in the main code and made sure that it is called once every frame. It gets interrupted by the effect running from a raster IRQ and sometimes it is finished in the next frame.

The second tunnel effect is a simple EOR filler on the well known 16x16 char map layout surrounded by a few left over chars stolen from the edges.

The third one is a double-buffer multicolor bitmap effect with 4 colors, 416 real time calculated dots and a some more pre-calculated ones toward the edges of the screen. This part pushes the C64 to its limits with both memory consumption and processing capacity. Again, I needed to use the above work around for the music. This was the first part that I completed, and I could not imagine it with any other music but Robocop 3 which is one of my personal favorites and all time bests.

The fire effect is a simple extended color mode effect that calculates the weighted average of 3 surrounding characters and modifies it using a cosine table, starting at the bottom of the screen.

The solar wind effect uses the same method, only in a circular fashion.

Nothing to explain about the rest of the demo.

Sparta/OMG
Search CSDb
Advanced
Navigate
Prev - Random - Next
Detailed Info
Summaries (1)
User Comments (48)
Production Notes
Fun Stuff
Goofs
Hidden Parts
Trivia (1)
Forum
Discuss this release
Info on other sites
YouTube
Sponsored links
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 2001-2017
Page generated in: 0.432 sec.