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Forums > C64 Coding > Howto flickerfree and moving rasterbar ?
2009-10-19 23:18
8bitforever
Account closed

Registered: Oct 2009
Posts: 48
Howto flickerfree and moving rasterbar ?

<Post edited by moderator on 20/10-2009 01:24>

Making a perfect stable, flickerfree and moving rasterbar is harder than I thought.
Why and which changes are needed to the code below to fulfill my dream about the flickerfree rasterbar?
The code is based on http://www.ffd2.com/fridge/vic/stableraster.txt.
Acme code ready to compile:

!to "doubleirqrasterbar1.prg",cbm  

*= $0800
!byte $00,$0c,$08,$0a,$00,$9e,$33,$32,$37,$36,$38,$00,$00,$00,$00	
 
raspos    = $00
maxpos    = $7c

         *= $8000    ;Assemble to $8000       
         
         cld         ;Clear Decimal Mode
         sei         ;Disable IRQ's
         lda #$1f    ;Disable CIA IRQ's
         sta $dc0d
         sta $dd0d
 
;        lda #<nmi   ;Install NMI into
;        ldx #>nmi   ;Hardware NMI and
;        sta $fffa   ;RESET Vectors
;        sta $fffc
;        stx $fffb
;        stx $fffd
 
         lda #<irq1  ;Install RASTER IRQ
         ldx #>irq1  ;into Hardware
         sta $0314   ;Interrupt Vector
         stx $0315
 
;        lda #$35    ;Set MMU to RAM at
;        ldx #$ff    ;$a000-$bfff and
;        sta $01     ;$e000-$ffff
;        txs         ;Clear the STACK
 
         lda #$01    ;Enable RASTER IRQ
         ldx #$1b    ;High bit of RASTER
         ldy #$34    ;compare register
         sta $d01a   ;and RASTER IRQ to
         stx $d011   ;line $34
         sty $d012
                     ;NOTE double IRQ
                     ;cannot be on or
                     ;around a BAD LINE!
                     ;(Fast Line)
 
         lda #$0e    ;Set Background
         ldx #$06    ;and Border colors
         ldy #$00    ;to default and
         sta $d020   ;turn off sprites
         stx $d021
         sty $d015
 
         jsr clrscreen
         jsr clrcolor
;        jsr printtext
 
         asl $d019   ;Ack any previous
         lda $dc0d   ;IRQ's
         lda $dd0d
 
         cli         ;Renable IRQ's
 
         jmp *       ;Endless Loop
 
 
irq1
         sta reseta1 ;Preserve A,X and Y
         stx resetx1 ;Registers
         sty resety1 ;VIA self modifying
                     ;code
                     ;(Faster than the
                     ;STACK is!)
 
         lda #<irq2  ;Set IRQ Vector
         ldx #>irq2  ;to point to the
         ldy #$35    ;next part of the
         sta $0314   ;Stable IRQ
         stx $0315   ;ON NEXT LINE!
         sty $d012
         asl $d019   ;Ack RASTER IRQ
         tsx         ;We want the IRQ
         cli         ;To return to our
         nop         ;endless loop
         nop         ;NOT THE END OF
         nop         ;THIS IRQ!
         nop
         nop         ;Execute nop's
         nop         ;until next RASTER
         nop         ;IRQ Triggers
         nop
         nop         ;2 cycles per
         nop         ;instruction so
         nop         ;we will be within
         nop         ;1 cycle of RASTER
         nop         ;Register change
 
;        nop  ;<--- remove 1 NOP for PAL

irq2
         txs         ;Restore STACK
                     ;Pointer
         ldx #$08    ;Wait exactly 1
         dex         ;lines worth of
         bne *-1     ;cycles for compare
         bit $ea     ;Minus compare
         nop         ;cycles
 
;        nop  ;<--- remove 1 NOP for PAL
 
         lda #$35    ;RASTER change yet?
         cmp $d012
         beq start   ;If no waste 1 more
                     ;cycle
start

         ldx raspos
         cpx #maxpos   
         beq setrastup
         inx
         stx raspos
         cpx #maxpos   
         bne rasterbarctrl

setrastup     
         ldx #$00
         stx raspos        ;Reset raster positon to 
                           ;zero if maximum has been reached.     

rasterbarctrl
         ldx raspos
         ldy rastmov,x    ;Wait for rasterline $3D-$96 at $D012 
wait     cpy $d012 
         bne wait 
        
                              ;rasterbar
         ldx #$00 
copy11   ldy rastime,x       
         dey                    
         bne *-1 
         lda coloursr,x       
         sta $d020 
         sta $d021 
         inx 
         cpx #$10
         bne copy11


         lda #<irq3  ;Set IRQ to point
         ldx #>irq3  ;to subsequent IRQ
         ldy #$b8    ;at line $68
         sta $0314
         stx $0315
         sty $d012
         asl $d019   ;Ack RASTER IRQ
 
         lda #$00    ;Reload A,X,and Y
reseta1  = *-1       ;registers
         ldx #$00
resetx1  = *-1
         ldy #$00
resety1  = *-1
 
;        rti         ;Return from IRQ
         jmp $ea31
irq3
         sta reseta2 ;Preserve A,X,and Y
         stx resetx2 ;Registers
         sty resety2
 
         ldx #$0a    ;Waste some more
         dex         ;time so effect
         bne *-1     ;can be seen
         nop
 
;        lda #$0e    ;More colors
;        ldx #$06
;	 nop:nop 
;        sta $d021   ;Cool! subsequent
;        stx $d021   ;IRQ's are also
                     ;stable :-)
                     ;Unless you are
                     ;running realtime
                     ;code :-)
 
         ldy #$18    ;Waste time so this
         dey         ;IRQ does not try
         bne *-1     ;to reoccur on the
                     ;same line!
 
         lda #<irq1  ;Reset Vectors to
         ldx #>irq1  ;first IRQ again
         ldy #$34    ;at line $34
         sta $0314
         stx $0315
         sty $d012
         asl $d019   ;Ack RASTER IRQ
 
         lda #$00    ;Reload A,X,and Y
reseta2  = *-1       ;registers
         ldx #$00
resetx2  = *-1
         ldy #$00
resety2  = *-1
 
;        rti         ;Return from IRQ
         jmp $ea81 
                     ;Pound RESTORE to
                     ;get back to Turbo
nmi
         asl $d019   ;Ack all IRQ's
         lda $dc0d
         lda $dd0d
         lda #$81    ;reset CIA 1 IRQ
         ldx #$00    ;remove raster IRQ
         ldy #$37    ;reset MMU to roms
         sta $dc0d
         stx $d01a
         sty $01
         ldx #$ff    ;clear the stack
         txs
         cli         ;reenable IRQ's
         jmp $9000   ;back to Turbo
 
clrscreen
         lda #$20    ;Clear the screen
         ldx #$00
clrscr   sta $0400,x
         sta $0500,x
         sta $0600,x
         sta $0700,x
         dex
         bne clrscr
         rts
clrcolor
         lda #$03    ;Clear color memory
         ldx #$00
clrcol   sta $d800,x
         sta $d900,x
         sta $da00,x
         sta $db00,x
         dex
         bne clrcol
         rts
 
printtext
         lda #$16    ;C-set = lower case
         sta $d018
 
         ldx #$00
moretext lda text1,x
 
         bpl lower   ;upper case ?
         eor #$80    ;yes
 
         bne lower+2
 
lower    and #$3f    ;lower case
         sta $0450,x
         inx
         cpx #$78
         bne moretext
exit     rts
 
text1
         !scr "Stable Raster IRQ sourc"
         !scr "e (PAL/NTSC)     "
         !scr "All Code by Fungus 1996"
         !scr "                 "
         !scr "Feel free to use and mo"
         !scr "dify this code :)"
 


;------------------------------------------------------------------------------- -
;raster data
;------------------------------------------------------------------------------- -

rastime      
             !byte $08,$08,$08,$08,$08,$08,$08,$01
             !byte $08,$08,$08,$08,$08,$08,$08,$01

coloursr     
             !byte $0b,$0b,$0c,$0c,$0f,$0f,$0d,$0d
             !byte $0d,$0f,$0f,$0c,$0c,$0b,$0b,$00


rastmov      
             !byte $3D,$3D,$3E,$3E,$3F,$3F,$40,$40,$41,$42,$43,$44,$45,$46,$47,$48
             !byte $49,$4A,$4C,$4E,$50,$52,$54,$56,$58,$5A,$5C,$5E,$60,$62,$64,$66
             !byte $68,$6A,$6C,$6E,$70,$72,$74,$76,$78,$7A,$7C,$7E,$80,$82,$84,$86
             !byte $88,$8A,$8C,$8E,$8F,$90,$91,$92,$93,$94,$94,$95,$95,$96,$96,$95
             !byte $95,$94,$94,$93,$93,$92,$91,$90,$8F,$8E,$8D,$8D,$8B,$89,$87,$85
             !byte $83,$81,$7F,$7D,$7B,$79,$77,$75,$73,$71,$6F,$6D,$6B,$69,$67,$65
             !byte $63,$61,$5F,$5D,$5B,$59,$57,$55,$53,$51,$4F,$4D,$4B,$49,$48,$47
             !byte $46,$45,$44,$43,$42,$41,$40,$40,$3F,$3F,$3E,$3E



 
... 71 posts hidden. Click here to view all posts....
 
2009-10-22 19:17
WVL

Registered: Mar 2002
Posts: 902
Quote: I have one experimental flickerfree moving raster bar running now !
Thanks Jackasser and Jan !
I will try to combine it with the fungus stable raster code soon. Then I will publish the first flicker free moving rasterbar on the Internet.
The code will be ready to compile in ACME.

All of you who thinks this code is out there please provide
a link. Make sure it´s flickerfree first.


Coolio! I'm guessing the sourcecode for the first flicker free moving rasterbar on the Internet will have the same impact as the very first Mix Club Style Sid ehr.. Sid Style Club Mix... no... Style Sid Mix Club.. no... erh.. thing on the internet!

Fame be yours!

(Sorry Jan, I couldnt resist :D)
2009-10-22 22:30
FATFrost
Account closed

Registered: Sep 2003
Posts: 211
only make a rasterbar routine that is better than everyone else's otherwise flaming is to be had....
2009-10-23 09:04
Stainless Steel

Registered: Mar 2003
Posts: 966
Someone make some interlaced flickering rasterbars, and then convert them to NUFLI please :-D
2009-10-23 12:44
Jetboy

Registered: Jul 2006
Posts: 337
Quote: Thanks Jackasser, Im trying to open up the matrix of the holy C64 coding. Hope to be able to show my finished flickerfree routine here soon. But I need more of your important code to finish. Please give some more code Jackasser. For the sake of fast progress. Its 2009.
The Matrix is closing in.


If they will write it for you, that wont be YOUR ROUTINE.
2009-10-23 15:23
Ninja

Registered: Jan 2002
Posts: 411
The Best C64 Ml tutorial collection

Read, try, read more, try harder, read more again, try really hard. Then come back... Honestly, your type of questions fit books or articles way better than forums.
2009-10-23 19:35
Angel of Death

Registered: Apr 2008
Posts: 211
Quote: Coolio! I'm guessing the sourcecode for the first flicker free moving rasterbar on the Internet will have the same impact as the very first Mix Club Style Sid ehr.. Sid Style Club Mix... no... Style Sid Mix Club.. no... erh.. thing on the internet!

Fame be yours!

(Sorry Jan, I couldnt resist :D)



LOL and more LOL.
This thread is getting better by the post.
Maybe HCL, x-Bow and +h should give this person not a tutorial as such but more a slap on the head and a good telling off for not coding stuff yourself. (just as it was done in the old days!)

:))
2009-10-23 21:37
GT
Account closed

Registered: Sep 2008
Posts: 308
Common guys, it is just a hoax. Don't spend time on it.
2009-10-23 21:49
8bitforever
Account closed

Registered: Oct 2009
Posts: 48
I have followed your instructions and changed the rasterbar movement code part to move the colourbar within the array instead of using raster positions. This works perfectly stable and flickerfree within my simple irq setup routine not shown in this forum. But when I combine the rasterbar code with the stable raster code at http://www.ffd2.com/fridge/vic/stableraster.txt it starts to flicker.

Please compile and see what it looks like. Use a Commodore 64 with PAL.
Can someone suggest code changes to make it stable and flickerfree ?
Or please explain why it´s not maybe possible to make it perfectly stable with the stableraster code from http://www.ffd2.com/fridge/vic/stableraster.txt.


Acme code ready to compile:


!to "doubleirqrasterbar2.prg",cbm

*= $0800
!byte $00,$0c,$08,$0a,$00,$9e,$33,$32,$37,$36,$38,$00,$00,$00,$00

ypos1=$32
ypos2=$10
constant32=$32
constant10=$10
turn=$00


*= $8000 ;Assemble to $8000

cld ;Clear Decimal Mode
sei ;Disable IRQ's
lda #$1f ;Disable CIA IRQ's
sta $dc0d
sta $dd0d

; lda #<nmi ;Install NMI into
; ldx #>nmi ;Hardware NMI and
; sta $fffa ;RESET Vectors
; sta $fffc
; stx $fffb
; stx $fffd

lda #<irq1 ;Install RASTER IRQ
ldx #>irq1 ;into Hardware
sta $0314 ;Interrupt Vector
stx $0315

; lda #$35 ;Set MMU to RAM at
; ldx #$ff ;$a000-$bfff and
; sta $01 ;$e000-$ffff
; txs ;Clear the STACK

lda #$01 ;Enable RASTER IRQ
ldx #$1b ;High bit of RASTER
ldy #$34 ;compare register
sta $d01a ;and RASTER IRQ to
stx $d011 ;line $34
sty $d012
;NOTE double IRQ
;cannot be on or
;around a BAD LINE!
;(Fast Line)

lda #$0e ;Set Background
ldx #$06 ;and Border colors
ldy #$00 ;to default and
sta $d020 ;turn off sprites
stx $d021
sty $d015

jsr clrscreen
; jsr clrcolor
; jsr printtext

asl $d019 ;Ack any previous
lda $dc0d ;IRQ's
lda $dd0d

cli ;Renable IRQ's

jmp * ;Endless Loop


irq1
sta reseta1 ;Preserve A,X and Y
stx resetx1 ;Registers
sty resety1 ;VIA self modifying
;code
;(Faster than the
;STACK is!)

lda #<irq2 ;Set IRQ Vector
ldx #>irq2 ;to point to the
ldy #$35 ;next part of the
sta $0314 ;Stable IRQ
stx $0315 ;ON NEXT LINE!
sty $d012
asl $d019 ;Ack RASTER IRQ
tsx ;We want the IRQ
cli ;To return to our
nop ;endless loop
nop ;NOT THE END OF
nop ;THIS IRQ!
nop
nop ;Execute nop's
nop ;until next RASTER
nop ;IRQ Triggers
nop
nop ;2 cycles per
nop ;instruction so
nop ;we will be within
nop ;1 cycle of RASTER
nop ;Register change

; nop ;<--- remove 1 NOP for PAL

irq2
txs ;Restore STACK
;Pointer
ldx #$08 ;Wait exactly 1
dex ;lines worth of
bne *-1 ;cycles for compare
bit $ea ;Minus compare
nop ;cycles

; nop ;<--- remove 1 NOP for PAL

lda #$35 ;RASTER change yet?
cmp $d012
beq start ;If no waste 1 more
;cycle


start ;Start rasterbar


dec $d019

!for I, 10 { nop }

ldy #$00

loop1
ldx #$08

loop2
lda $2500,y
sta $d020
sta $d021
iny
dex
beq loop1

!for I, 20 { nop }

colourbarlines
cpy #$4f
bne loop2

controlypos
ldx ypos1
cpx #constant32
beq turndown
cpx #constant10
beq turnup
jmp out

turndown
lda #$00
sta turn
lda #constant32
sta ypos1
lda #constant10
sta ypos2
jmp out

turnup
lda #$01
sta turn
lda #constant10
sta ypos1
lda #constant32
sta ypos2
jmp out

out
ldx turn
cpx #01
bne next
inc ypos1
jmp outout
next
dec ypos1
jmp outout

outout

ldy ypos1
ldx #0
mixcol
lda $2300,y
iny
sta $2500,x
inx
cpx #$4f
bne mixcol
;End rasterbar



lda #<irq3 ;Set IRQ to point
ldx #>irq3 ;to subsequent IRQ
ldy #$b8 ;at line $68
sta $0314
stx $0315
sty $d012
asl $d019 ;Ack RASTER IRQ

lda #$00 ;Reload A,X,and Y
reseta1 = *-1 ;registers
ldx #$00
resetx1 = *-1
ldy #$00
resety1 = *-1

; rti ;Return from IRQ
jmp $ea31
irq3
sta reseta2 ;Preserve A,X,and Y
stx resetx2 ;Registers
sty resety2

ldx #$0a ;Waste some more
dex ;time so effect
bne *-1 ;can be seen
nop

; lda #$0e ;More colors
; ldx #$06

; sta $d021 ;Cool! subsequent
; stx $d021 ;IRQ's are also
;stable :-)
;Unless you are
;running realtime
;code :-)

ldy #$18 ;Waste time so this
dey ;IRQ does not try
bne *-1 ;to reoccur on the
;same line!

lda #<irq1 ;Reset Vectors to
ldx #>irq1 ;first IRQ again
ldy #$34 ;at line $34
sta $0314
stx $0315
sty $d012
asl $d019 ;Ack RASTER IRQ

lda #$00 ;Reload A,X,and Y
reseta2 = *-1 ;registers
ldx #$00
resetx2 = *-1
ldy #$00
resety2 = *-1

; rti ;Return from IRQ
jmp $ea81
;Pound RESTORE to
;get back to Turbo
nmi
asl $d019 ;Ack all IRQ's
lda $dc0d
lda $dd0d
lda #$81 ;reset CIA 1 IRQ
ldx #$00 ;remove raster IRQ
ldy #$37 ;reset MMU to roms
sta $dc0d
stx $d01a
sty $01
ldx #$ff ;clear the stack
txs
cli ;reenable IRQ's
jmp $9000 ;back to Turbo

clrscreen
lda #$20 ;Clear the screen
ldx #$00
clrscr sta $0400,x
sta $0500,x
sta $0600,x
sta $0700,x
dex
bne clrscr
rts
clrcolor
lda #$03 ;Clear color memory
ldx #$00
clrcol sta $d800,x
sta $d900,x
sta $da00,x
sta $db00,x
dex
bne clrcol
rts

printtext
lda #$16 ;C-set = lower case
sta $d018

ldx #$00
moretext lda text1,x

bpl lower ;upper case ?
eor #$80 ;yes

bne lower+2

lower and #$3f ;lower case
sta $0450,x
inx
cpx #$78
bne moretext
exit rts

text1
!scr "Stable Raster IRQ sourc"
!scr "e (PAL/NTSC) "
!scr "All Code by Fungus 1996"
!scr " "
!scr "Feel free to use and mo"
!scr "dify this code :)"


;------------------------------------------------------------------------------- -
;raster data
;------------------------------------------------------------------------------- -

*=$2300
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $0b, $0c, $0c, $0f, $0f, $0d
!byte $0d, $0f, $0f, $0c, $0c, $0b, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00


*=$2500
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
!byte $00, $00, $00, $00, $00, $00, $00, $00
2009-10-23 21:52
GT
Account closed

Registered: Sep 2008
Posts: 308
Do you know what an interrupt is ?
2009-10-23 22:10
8bitforever
Account closed

Registered: Oct 2009
Posts: 48
Please try to help me out with my question if you have the knowledge to explain the problem.
Yes I know what an interrupt is.
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