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Forums > C64 Coding > The first demo to feature...
2020-04-03 19:43
crl

Registered: Mar 2020
Posts: 19
The first demo to feature...

There are quite a few landmarks in the demo history of the C64.

One of groundbreaking moments for me was the invention of FLI, which first appeared in Beyond Force's Charlatan.

Does anyone know who cam first with the following inventions, and what other inventions are in your opinion groundbreaking?

* Open sideborders
* DYCP
* DYSP
* DYPP
* Hardware scrolling
2020-04-03 19:50
cba

Registered: Apr 2002
Posts: 932
Check http://www.atlantis-prophecy.org/recollection/?load=world_of_de..
2020-04-03 19:54
anonym

Registered: Jan 2002
Posts: 247
Great link, CBA. I was still writing this while you posted it.

To go even further back in time:

* FLD
* open upper and lower boarder
* use of $3fff in border
* fast loaders
* loading with running IRQ
* samples (and the evolution of them)

I think there might have been some FLI precursors, presented as "raster splits" at the time. Would be interesting to see if one could trace the timeline of some of those effects, too.
2020-04-03 19:58
Cupid

Registered: Jan 2002
Posts: 83
ESCOS was another fun one.
2020-04-03 20:00
Cupid

Registered: Jan 2002
Posts: 83
Then there is of course Crest with a new image format in every demo that nobody else pixeled in :)
2020-04-03 20:15
tlr

Registered: Sep 2003
Posts: 1714
There are several threads about this here.

Also Check here: https://codebase64.org/doku.php?id=base:demo_world_records_and_..
2020-04-03 21:30
TheRyk

Registered: Mar 2009
Posts: 2070
tech-tech is imho far older than 1988 as cba's links states, ain't the idea as old as Yeti Demo 5 by YETI from 1986?
2020-04-03 21:40
Compyx

Registered: Jan 2005
Posts: 631
This is all very open-ended. I'd love to see a proper list of firsts and updated versions, but it's really hard to get right.

For example: I'm pretty sure I did the first DYCP over a FLI logo, but we waited to release it and someone else got it out before us. And that's just with the info I had at the time and the demos I got, mostly via swapping.

Another thing would be 'fixed' plotters vs 'variable' plotters. With fixed/precalc code, you can get quite a few plots, using a joystick controlled plotter you'd get a lot less plots, but at least it's realtime.

Then there's the issue of what constitutes a DYSP, does it mean sideboder magic? To me it does, sprites, even multiplexed, not going into the border don't make a DYSP.

Also, does one call a 'DYCP' using sprites over a charset or bitmap a DYCP, or a DYSP, and if the sprites don't go into the border, do we still call it a DYSP or just a multiplexer ?
2020-04-03 21:57
Smasher

Registered: Feb 2003
Posts: 512
I'll now open a new topic "The last demo to feature..." :)
2020-04-03 22:06
crl

Registered: Mar 2020
Posts: 19
Quote: Check http://www.atlantis-prophecy.org/recollection/?load=world_of_de..

Exactly what I was looking for, but as some of you mention, there could be other entries.
2020-04-03 22:07
crl

Registered: Mar 2020
Posts: 19
Quote: Great link, CBA. I was still writing this while you posted it.

To go even further back in time:

* FLD
* open upper and lower boarder
* use of $3fff in border
* fast loaders
* loading with running IRQ
* samples (and the evolution of them)

I think there might have been some FLI precursors, presented as "raster splits" at the time. Would be interesting to see if one could trace the timeline of some of those effects, too.


* use of $3fff in border

What is that?
2020-04-03 22:25
Zyron

Registered: Jan 2002
Posts: 2381
The ghostbyte you see when you remove up/down border.
2020-04-03 22:45
Compyx

Registered: Jan 2005
Posts: 631
He has a point, who was the first to discover the ghostbyte? And who was the first to actually use it, ie not setting it to 0 ?:wq
2020-04-04 11:51
chatGPZ

Registered: Dec 2001
Posts: 11114
i made the first knot raster. you can hardly beat that, ever.
2020-04-04 17:39
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: i made the first knot raster. you can hardly beat that, ever.

Indeed. Where is the line. Everything I code I always aim for some world’s first, like 50fps chess rotozoomer, portal engine, skew scrollers etc. But most often it’s just an optimisation of previous work or attacking it from another angle etc.
2020-04-04 17:41
JackAsser

Registered: Jun 2002
Posts: 1989
Now that the pixel pipeline in VICE seems 100% accurate one could actually theoretically determine all VIC-tricks.
2020-04-04 18:30
chatGPZ

Registered: Dec 2001
Posts: 11114
Except that its not :P
2020-04-04 18:53
Raistlin

Registered: Mar 2007
Posts: 557
Quote: i made the first knot raster. you can hardly beat that, ever.

First 50fps 304x192px (visible) 3-screen diagonal bitmap scroller (Delirious 11) ;-)

As JackAsser says, though, all these things I don’t see that we can claim - without having 10million different categories.
2020-04-04 18:53
hedning

Registered: Mar 2009
Posts: 4595
Quote: Except that its not :P

:'(
2020-04-04 19:00
Raistlin

Registered: Mar 2007
Posts: 557
Quote: Except that its not :P

It’s pretty damn close if it’s not. I code all my demos on PC in emulator and don’t believe I’ve seen an issue yet where something looked different on final testing on a real C64.
2020-04-04 19:11
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: Except that its not :P

Hehe ofc not! Would be nice to have a proper die-reverse engineering of it. Also the internal 40*12 bit memory and how that is updated needs proper explanatiom.
2020-04-04 19:13
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: It’s pretty damn close if it’s not. I code all my demos on PC in emulator and don’t believe I’ve seen an issue yet where something looked different on final testing on a real C64.

The pixel pipeline is what makes some fx 4px delayed etc. It’s notoriously hard to spot any differences and even harder to exploit it. Crossbow did however in his almost general upscroller in the lower border. Also effects like 49px or was it 50px wide sprites are subject to this etc.
2020-04-04 19:23
tlr

Registered: Sep 2003
Posts: 1714
Quote: Hehe ofc not! Would be nice to have a proper die-reverse engineering of it. Also the internal 40*12 bit memory and how that is updated needs proper explanatiom.

That would be interesting, but a visual6502 style die-reversing isn't enough. A lot of the effects have to do with drive strengths of individual transistors and the fact that NMOS drives asymetrically (pull-ups).
2020-04-04 19:53
The Human Code Machine

Registered: Sep 2005
Posts: 110
Quote: First 50fps 304x192px (visible) 3-screen diagonal bitmap scroller (Delirious 11) ;-)

As JackAsser says, though, all these things I don’t see that we can claim - without having 10million different categories.


Did that 2 years earlier with streaming data from disk in Concert by Performers. I did scroll the black borders too.
2020-04-04 20:27
chatGPZ

Registered: Dec 2001
Posts: 11114
Quote:
It’s pretty damn close if it’s not. I code all my demos on PC in emulator and don’t believe I’ve seen an issue yet where something looked different on final testing on a real C64.

the things that are not perfect yet probably do not really matter to any real world code. and you see related differences between C64s (VICIIs) too.
2020-04-04 21:22
Raistlin

Registered: Mar 2007
Posts: 557
Quote: Did that 2 years earlier with streaming data from disk in Concert by Performers. I did scroll the black borders too.

Ah, I actually thought that one was doing the "stepping" method of scrolling - 1 pixel horizontally one frame and 1 pixel diagonally the next? So that the "diagonal is aligned to the double pixels...

The harder hurdle for full 312x192 diagonal scrolling with infinite repeats is of course squeezing it all into memory.
2020-04-04 22:04
JackAsser

Registered: Jun 2002
Posts: 1989
Infinite circular scroller, say no more! ;)
2020-04-05 00:11
Krill

Registered: Apr 2002
Posts: 2839
Quoting JackAsser
Where is the line. Everything I code I always aim for some world’s first
I'd say the line is between discovering/inventing (hardware-centric) techniques that serve as primitives/building blocks for effects, and those effects that "merely" build upon/combine these primitives.

So i'd file things like open (side-)borders, hardware scrolling (VSP), 4x4 chunky FLI, Graham-flex/zoom, Ninja NMI handler dispatch, N+1 sprites over FLI, diverse sample-replay methods, etc. under the former, and the various niche records and firsties mentioned here under the latter.
2020-04-05 00:29
Raistlin

Registered: Mar 2007
Posts: 557
Quote: Quoting JackAsser
Where is the line. Everything I code I always aim for some world’s first
I'd say the line is between discovering/inventing (hardware-centric) techniques that serve as primitives/building blocks for effects, and those effects that "merely" build upon/combine these primitives.

So i'd file things like open (side-)borders, hardware scrolling (VSP), 4x4 chunky FLI, Graham-flex/zoom, Ninja NMI handler dispatch, N+1 sprites over FLI, diverse sample-replay methods, etc. under the former, and the various niche records and firsties mentioned here under the latter.


Those are "just" hardware firsties though .. I'd also be interested to know the first DYCP, DYPP, etc .. it's not -all- about the VIC ;-p
2020-04-05 00:44
Krill

Registered: Apr 2002
Posts: 2839
Quoting Raistlin
Those are "just" hardware firsties though .. I'd also be interested to know the first DYCP, DYPP, etc .. it's not -all- about the VIC ;-p
I specifically mentioned techniques not for VIC as well.

DYCP/DYPP etc. are instances of "soft" effects, as in of what you see, not how it's done under the hood. There are about a zillion ways to implement those, occupying different spots in the design space with the pros and cons those bring.

So yeah, that does escalate quickly when trying to enumerate any and all record and firsty.
2020-04-05 09:15
macx

Registered: Mar 2002
Posts: 250
Hjørne Tilpasset Tekst Med Farve Cyklus (H.T.T.M.F.C.)

in Gammal Man from F*A*I*C.
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