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Forums > C64 Coding > COMPO: ECM Demoeffect Comp
2020-10-12 15:30
Street Tuff

Registered: Feb 2002
Posts: 88
COMPO: ECM Demoeffect Comp

ECM Mode Demoeffect Competition

*** ECM Mode Demoeffect Competition ***

Competition Rules:

* The Effect must be a one-screener
* For ECM Mode only one Charset with 64 Chars is allowed
* The 64 Char Font is not allowed to be altered at runtime
* Play with your imagination. Maybe use the Petscii font in ECM mode
* Variations of the effect are allowed but it must be the same effect(code)
* Alteration or switching of the font on a per-line basis is not allowed ((linecrunching / etc.) set $d011/d016/d018/vic-bank only in init))
 
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2020-11-01 17:52
Oswald

Registered: Apr 2002
Posts: 5022
anyway the basic idea is good, as ecm is almost never used for anything.
2020-11-01 18:04
TheRyk

Registered: Mar 2009
Posts: 2076
If I had not made myself crystal clear yet, the rules ain't my cup of tea either and what I achieved so far might not be worth being released in this tough compo (unless maybe to spare anyone else the shame of last place).

But what Oswald sez, any rules whiner can launch another ECM compo with less strickt rules as soon as this one's over. Only rule "d011 all the time ECM" , I would really like that. However, at least it made some dozen lazy coders f**k around with ECM, some of whom might have never bothered doing so otherwise, speaking for myself, so thanks Tuffi for this educational compo :)
2020-11-01 18:15
chatGPZ

Registered: Dec 2001
Posts: 11126
I'd prefer stricter rules for that matter - ie focus on pure ECM effect :) IMHO thats the real challenge... hiding the ugly blocks, without putting random sprite eyecatchers on the screen that do that.
2020-11-01 18:29
Street Tuff

Registered: Feb 2002
Posts: 88
@Groepaz Make a demo about it.
2020-11-01 19:00
Krill

Registered: Apr 2002
Posts: 2850
Quoting Groepaz
IMHO thats the real challenge... hiding the ugly blocks, without putting random sprite eyecatchers on the screen that do that.
I think ECM's super-power is giving you hires resolution with near hires-bitmap amount of colours while allowing for all the benefits of the char-mode tiling hardware acceleration (except only 64, not 256 tiles).

Doesn't need to be blocky at all (shouldn't, anyways, but it should be colourful) is what i'm saying. =)
2020-11-01 19:59
Dane
Account closed

Registered: May 2002
Posts: 421
Quote: anyway the basic idea is good, as ecm is almost never used for anything.

Hey I used it in 2 demos now. :D
2020-11-01 20:31
chatGPZ

Registered: Dec 2001
Posts: 11126
It's not really true either, it has been used often enough - you just dont see it =)
2020-11-01 20:35
Krill

Registered: Apr 2002
Posts: 2850
Quoting Groepaz
It's not really true either, it has been used often enough - you just dont see it =)
Comes in handy in certain hires FPP routines, can double the amount of available scanline bitmaps to choose from via toggling ECM on/off. :)
2020-11-01 20:42
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: Quoting Groepaz
It's not really true either, it has been used often enough - you just dont see it =)
Comes in handy in certain hires FPP routines, can double the amount of available scanline bitmaps to choose from via toggling ECM on/off. :)


Remember how you taught me that trick back in the day. Used in my FPP over chessboard in Panta Rhei. :D
2020-11-01 21:38
Oswald

Registered: Apr 2002
Posts: 5022
Quote: Quoting Groepaz
It's not really true either, it has been used often enough - you just dont see it =)
Comes in handy in certain hires FPP routines, can double the amount of available scanline bitmaps to choose from via toggling ECM on/off. :)


gaahhh you only teach this shit to Jacky ? I didnt know this :D
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