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Algodancer 2   [2011]

Algodancer 2 Released by :
Algotech

Release Date :
23 January 2011

Type :
C64 Demo

User rating:********__  8.2/10 (13 votes)   See votestatistics

Credits :
Code .... Algorithm of Algotech, svenonacid
Music .... PRI of Oxyron, The Imperium Arts
Design .... Algorithm of Algotech, svenonacid
Idea .... Algorithm of Algotech, svenonacid
Linking .... Algorithm of Algotech, svenonacid
Loader .... Cadaver of Covert Bitops


SIDs used in this release :
Experimenthal(/MUSICIANS/P/PRI/Experimenthal.sid)
Weird Techno(/MUSICIANS/P/PRI/Weird_Techno.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


Production Info
Submitted by algorithm on 23 January 2011
The sequel to my previous single filer demo 'algodancer'.

Work had initially begun a few months ago and only the intro was complete.
During the last two days, I decided to finish the rest and here it is

Some technical information as follows

over 500+ frames in charmode hires/mcol and sprites packed to one side of a floppy

Intro part
Multicolor video sequence with mirroring. Uses my BRLE (Bit based run length encoder) for fast depacking on the fly

Shadow Dancer part
blur shadows in combination with the video sequence

Minislideshow
This part is displayed while the main part is loading. The images are VQ compressed

Main part
Twin VQ decompression utilising spritevq (which is decoded at 50fps) in combination with the hires dancer running at aroun 8fps which is
depacked in realtime using a strip based brle decompressor. Decompression could have been optimised further.

S.O.T.A sequence
Did not bother much with this part. It features sequences taken from the famous spaceballs demo 'state of the art'
Data is loaded, played back, loaded, played back. Merely a disk filler.

End sequence
Picture in MUCSU hires.

All video sequences are compressed using my pc based video encoders. The encoders are a massive improvement in comparison
to my previous CSAM quantiser

Two methods of video encoding take place, The first one used the tried and tested 'prune method' in combination with
mergeclustering while the second method uses a more exhaustive approach to find the codebook (PNN - Pairwise nearest neighbour)
This is then followed with the block clustering.

While finishing this demonstration, there are many more idea's to increase the data pack rate and quality hopefully to be released in a future production

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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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