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Batman Logo Spin   [2011]

Batman Logo Spin Released by :
Martin Piper

Release Date :
7 April 2011

Type :
C64 One-File Demo

User rating:*******___  7.3/10 (13 votes)   See votestatistics
********__  8/10 (5 votes) - Public votes only.

Credits :
Code .... Martin Piper
Music .... NecroPolo of Ancients Pledge Inc., SIDRIP Alliance
Graphics .... Martin Piper


SIDs used in this release :
Mean Streak(/MUSICIANS/N/NecroPolo/Mean_Streak.sid)

Download :
http://csdb.dk/getinternalfile.php/96719/BatLogo.prg (downloads: 950)

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by algorithm on 11 April 2011
The batman demo on CPC was ofcourse great and shows just what the machine is capable of and great to see a vector part mimicking one of the parts in that demo. You should try lossy compression methods. :-)
User Comment
Submitted by Raf on 9 April 2011
SRA rulez.

ANI MA TION! ANI MA TION!
User Comment
Submitted by Flex on 9 April 2011
Great spin Martin!! Would have blown my brains off if this was presented in 1989.. Sure one hell of a routine for 2011 aswell, no doubt! Great effort! The tune in this one.. well... Next time.
User Comment
Submitted by NecroPolo on 9 April 2011
:O

Martin, hats off! Some serious frametare was squeezed out of our old 8-bit friend.

@iAN: Awww I totally failed then... The remix is intended to be boring after 2nd loop, not 3rd... ;D
User Comment
Submitted by Mermaid on 8 April 2011
Nice! Martin, you should join Adam West Group!
User Comment
Submitted by iAN CooG on 7 April 2011
Great :D
Too bad for the reused tune (it's getting boring after the 3rd time :P)
User Comment
Submitted by Joe on 7 April 2011
Sweet!
More animations in demos and less rips. I used a lot of photographic images myself to some parts which only saw the light as previews.
The latest I did was the intro for VN#55, a simple 6 step animation, drawn from a 2 point perspective without rendering ;)
User Comment
Submitted by Zeldin on 7 April 2011
Wow... well done Martin!
User Comment
Submitted by enthusi on 7 April 2011
66 frames?
Could you not just have changed the colors after 1/2 rotation?
Or do you?
Very impressive though ;-)
User Comment
Submitted by Martin Piper on 7 April 2011
Oswald yes definitely, but I didn't want to use a lossy method. I think the original demo part used lossless compression so I wanted to keep to the same effect as much as possible.
User Comment
Submitted by Perplex on 7 April 2011
Holy shit, Batman!
User Comment
Submitted by Oswald on 7 April 2011
I think a lossy charpack method would yield better results.
User Comment
Submitted by Martin Piper on 7 April 2011
More technical details:
66 Frames in total in ~39K
The small logo takes between 1 and 2 frames to decompress. 2 Frames when the logo is at its widest, 1 frame (less than obviously with the music raster time) when it is narrow.
The large logo takes between 2 and 4 frames, narrow to widest.

It is compressed with a simple RLE with extra skip code to skip data that is unchanged in memory between frames.
The compression can detect and copy identical blocks of data from the previous two frames if needed. This improves compression size but makes decompression slower because it has to copy memory.

If more memory was allowed, like 128K, then I would remove the block move compression which would make the decompression quicker.
User Comment
Submitted by Le Wurmling on 7 April 2011
Nice! Looking forward for the other parts. (Dots tunnel, elastic zoomer, twister... :P ). As the asmtrad version of this part is running on hires and fullscreen(no borders) we must compensate that somehow on the c64, adding other stuff perhaps sprites or ?! They are using a 128k machine this makes somehow our version of the demo parts somewhat more impressive.
User Comment
Submitted by Skate on 7 April 2011
good work pal! fullscreen version is slower than the cpc version but small version is very smooth. rhino tried to make fun of c64 by showing even a small logo would be very slow. you just proved he was wrong (actually we all knew that ;)). but still we need some alternative speed optimizations to reach a closer speed for the fullscreen version.
User Comment
Submitted by hedning on 7 April 2011
Nice! Good work!
User Comment
Submitted by Axis/Oxyron on 7 April 2011
Damn, you were faster. ;o) Looks pretty good. I´m interested in the technical details. How many frames do you display? What is the framerate, especially in peak frames?
User Comment
Submitted by daison on 7 April 2011
Awesome!
User Comment
Submitted by lemming on 7 April 2011
Very, very nice!
User Comment
Submitted by Ksubi on 7 April 2011
Great work Martin!! Love it!
User Comment
Submitted by PAL on 7 April 2011
Love IT!
User Comment
Submitted by Moloch on 7 April 2011
Very cool!
User Comment
Submitted by Celtic on 7 April 2011
Looks very smooth! very nice martin. keep on coding those parts!
User Comment
Submitted by Martin Piper on 7 April 2011
Following on from TAG3D
This deliberately does not include multiplexed sprites, just music. This is to make it as similar to the Amstrad demo section as is possible.
The decompression routine has also been optimised to be ~30% quicker than the version used in the TAD3D logo spin demo.
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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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