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Rutig Banan   [1989]

Rutig Banan Released by :
Fairlight [web]

Release Date :
5 November 1989

Type :
C64 Demo

Released At :
Light Bålsta Party 1989

Achievements :
C64 Demo Competition at Light Bålsta Party 1989 :  #1

User rating:*********_  8.6/10 (21 votes)   See votestatistics
*********_  8.7/10 (10 votes) - Public votes only.

Credits :
Code .... Judge of Fairlight
  Mr. Wedge of Fairlight
  Pernod of Fairlight
Music .... Danko of Fairlight
  EVS of 20th Century Composers
  Falco Paul of 20th Century Composers
  Link of Cheyens, Vibrants
  Mr. Wedge of Fairlight
Graphics .... Pernod of Fairlight
  The Sarge of Fairlight
  Zenox of Starion


SIDs used in this release :
FairLight II(/MUSICIANS/W/Wedge/FairLight_II.sid)
I'm Almost There(/MUSICIANS/D/Danko_Tomas/Im_Almost_There.sid)
Phalanx(/MUSICIANS/0-9/20CC/van_Santen_Edwin/Phalanx.sid)
Soundwork(/MUSICIANS/L/Link/Soundwork.sid)
Spijkerhoek(/MUSICIANS/0-9/20CC/van_Santen_Edwin/Spijkerhoek.sid)
The Words(/MUSICIANS/0-9/20CC/Paul_Falco/Words.sid)

Download :
ftp://ftp.scs-trc.net/pub/c64/Demos/pal/f/Fairlight/Rutig_Banan.zip (downloads: 1931)
http://csdb.dk/getinternalfile.php/9772/Rutig banan.d64.gz (downloads: 639)

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Slammer on 7 March 2014
Just saw this old discussion. The name might be illogical, but the same applies to classic (non sprite) line crunching and Pernods part have much in common with classic line crunching - You crunch the lines, but it is the effect after the crunching you want and the result of both is that the vic reads graphics from a difference place in memory after it is applied. Crossbows use of the technique is still original though. Guess you could call it ‘Extensive Spritechrunching’
User Comment
Submitted by bea/sfa on 7 March 2014
Cool gfx shrinker part!
User Comment
Submitted by JackAsser on 18 February 2013
@DeeKay: My point is that he indeed crunches ONE LINE hence the stop condition for the sprites fuck up and the sprites will repeat three times. So... yes, they get taller (due to stop condition fuck up), but ONE line got _CRUNCHED_ away.

It's kinda like opening ONE raster line of side border vs the whole screen.
User Comment
Submitted by HCL on 18 February 2013
Jackasser is right, Deekay and Zaz, you are wrong. He *is* using d017, you are just looking at the wrong place. As Jackasser already told, the d017-store is done above the dysp, in order to make 6 raster splits with 8 sprites possible. This is epic, and the first time sprite crunching was used. Pernod can not be responsible for the fact that Crossbow gave the effect a name 8 years later that doesn't 100% rely to this effect, but rather his own.

It's also not really like you crunch one sprite-line away in the case of sprite crunching. The internal sprite pointer is fuckedup, sometimes it makes the sprite bigger, sometimes smaller. I'm sure this is explained somewhere else, ..yes in Crossbows part and on codebase64. Perhaps sprite-scrambling would be a better word then? Also note that not even Crossbow crunches every line, just 4 lines of crunching is enough to make the sprite 17 pixels high :).
User Comment
Submitted by DeeKay on 13 November 2012
Okay, let's sum this up:
1) Doesn't even use $d017 (Zaz - needs confirmation!)
2) Does not CRUNCH sprites, but STRETCH them (so bitmap stretching is the same a as linecrunching, too, yes?)
3) The whole point was to crunch the sprites in order to make them smaller (hence CRUNCH!), to fit MORE of them on the screen and set a new record. How's this done here?
4) No rearranging of the sprites' bit matrix (which is kinda an essential part of the whole thing and the thing that caused the most headaches for the Emu guys!)
5) The reasoning "it is simply done once per line instead of once per screen but it's still the same effect" really makes my head explode. Wut?? So rasterbars are the same as a static screen color, too? What's next, JA, "he also writes to registers, it's basically the same effect!"?
User Comment
Submitted by Zaz on 12 September 2012
@JackAsser, the DYSP does not use sprite crunch; in fact it does not write $d017 at all. Sprite crunch is not as straightforward as you make it out to be; try it and you'll see :)
User Comment
Submitted by JackAsser on 23 January 2012
@Deekay: Making it stretch 3x times or crunch to 17 lines is just a matter of repeating the process every line instead of a single line. In any case, performing a single crunch will make the internal sprite offset counter jump a step, making the sprite stop condition false for 63 lines. If you continue to crunch the counter will jump again etc and finally you'll reach the stop condition after 17 lines, like crossbow did. I.e. both 3x stretching and 17 lines crunching exploits the same mechanism in the sprites, i.e. manipulating the stop condition.
User Comment
Submitted by DeeKay on 23 January 2012
JA: How can it be "Spritecrunching in the xbow sense of the word" when sprites are *stretched*, not *crunched*? Also, i cannot see any rearranging of bitpatterns here... Crossbow's trick with spritecrunching was to stretch $d017 until beyond the screen bottom, which turned the sprites 17px high and rearranged the bitpatterns. None of this is done here... Sprite(pointer) Stretching isn't sprite crunching, and simply because $d017 is used here as well does not make it sprite crunching as Crossbow defines and did it...

Also, people seem to be talking about different parts here: JA talks about the DYSP, the others - i think - are talking about the y-zooming compound sprite-gfx....
User Comment
Submitted by enthusi on 21 June 2010
I wonder if that dragon-pic in the screenshot is even meant for new luminances?
User Comment
Submitted by SanderFocus on 27 November 2008
'Pernod 1989 - doomed to rule'
It's 2008 and it's a fact by now :)
User Comment
Submitted by Stan on 27 November 2008
And I love this Danko tune.
User Comment
Submitted by The Shadow on 27 November 2008
Friggin' cool demo. 1989 yet, when a flex routine was in it's infancy in American demo coding. Dragon gfx are awesome!
User Comment
Submitted by JackAsser on 28 July 2008
@trident: It's sprite cruncher in the Crossbow sence of the word. That DYSP makes use of sprite crunching to make the sprites 3x taller and hence get rid of the need for y-multiplexing (which u won't have any raster time for anyways).
User Comment
Submitted by Ed on 4 November 2006
Yeah. Especially considering all those weird attempts of claiming something similar afterwards...

User Comment
Submitted by Total Chaos on 25 September 2006
Made in 1989... PURE coderporn...
User Comment
Submitted by trident on 24 September 2006
Not really a sprite cruncher in the Crossbow sence of the word :-) More like a d017-stretcher with alternating d018/dd00 (not sure about dd00). It looks absolutely wicked though!
User Comment
Submitted by Krill on 24 September 2006
sprite cruncher? where?
User Comment
Submitted by trident on 23 September 2006
The sprite cruncher is still a killer and it was absolutely amazing back then. I also enjoy Judge's extremely subtle rasterbars in the border - did you notice their interlaced dithering before? :-)
User Comment
Submitted by A3 on 17 February 2006
Contains some very nicely coded parts with a fantastic tune by wedge. And a brilliant picture from the sarge in the last part.
User Comment
Submitted by Zyron on 13 February 2006
The coding was credited to Judge which is incorrect. I've fixed it.
User Comment
Submitted by Zyron on 13 November 2005
WG: You keep saying that about every demo. Now I'm curious, tell me about a demo you think is something special.
User Comment
Submitted by WG on 13 November 2005
Nice, but nothing special, really...
User Comment
Submitted by Scout on 11 November 2005
*Added/completed the credits*

Great demo...must see.
Also from the scroller in the Dragon (the last screen) part: "HEY STARION FIND THE SECRET PART!"
Maybe Pernod can shine a light on this.
User Comment
Submitted by Stan on 11 November 2005
features one of the best Danko tunes ever! I am glad I just refound one of my favourite demos.
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