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Forums > C64 Coding > Stupid Routines ....
2006-11-27 22:55
General Zoff
Account closed

Registered: Dec 2004
Posts: 7
Stupid Routines ....

Found this one on one of my old work disks ...
Let's collect the most stupid routines you have written on your old C64 ... ;-)

.C:6000 78 SEI
.C:6001 A2 00 LDX #$00
.C:6003 BD 11 60 LDA $6011,X
.C:6006 9D 00 00 STA $0000,X
.C:6009 E8 INX
.C:600a E0 40 CPX #$40
.C:600c D0 F5 BNE $6003
.C:600e 4C 00 00 JMP $0000
.C:6011 2F 34 A9 RLA $A934
.C:6014 A9 EA LDA #$EA
.C:6016 8D 34 A9 STA $A934
.C:6019 F0 24 BEQ $603F
.C:601b A2 00 LDX #$00
.C:601d A9 EA LDA #$EA
.C:601f 9D 40 00 STA $0040,X
.C:6022 E8 INX
.C:6023 D0 F8 BNE $601D
.C:6025 EE 10 00 INC $0010
.C:6028 AD 10 00 LDA $0010
.C:602b C9 00 CMP #$00
.C:602d F0 0B BEQ $603A
.C:602f C9 FF CMP #$FF
.C:6031 D0 E8 BNE $601B
.C:6033 A9 00 LDA #$00
.C:6035 8D 0F 00 STA $000F
.C:6038 F0 E1 BEQ $601B
.C:603a A9 D0 LDA #$D0
.C:603c 8D 08 00 STA $0008
.C:603f A9 37 LDA #$37
.C:6041 85 01 STA $01
.C:6043 EE 20 D0 INC $D020
.C:6046 A9 34 LDA #$34
.C:6048 85 01 STA $01
.C:604a EA NOP
.C:604b EA NOP
.C:604c EA NOP
.C:604d EA NOP
.C:604e EA NOP
.C:604f EA NOP
.C:6050 EA NOP




2006-11-27 23:16
Soren

Registered: Dec 2001
Posts: 547

Loop: inc $D418
dec $D012
lda #$01
tay
dey
tya
clc
adc #$00
tax
inx
txa
lda #$01
sta $0801
jmp Loop

2006-11-28 09:25
j0x

Registered: Mar 2004
Posts: 215
Jeff: Obfuscated flatulence-sound code?

Zoff: The most memory-wasteful way of changing the border colour at 7.5 Hz?

Good (insane) fun :)
2006-11-28 12:13
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Try this:

*=$1000

soundfx4
JSR fxloop
JMP soundfx4

fxloop
LDA #$0F
STA $D418 ; SID Filter mode/master volume.
LDX #$06
.re5 LDA data4,X
STA $D40E,X ; SID Voice 3 - frequency (LSB).
DEX
BPL .re5

LDA #$10
STA $D412 ; SID Envelope 3 - control register.
.re6 JSR subrout2
AND #$1F
CMP #$08
BCC .re6
STA $D40F ; SID Voice 3 - frequency (MSB).
LDA #$30
STA $D413 ; SID Envelope 3 - attack/decay levels.
LDA #$11
STA $D412 ; SID Envelope 3 - control register.
RTS

data4
!byte $32,$2f,$00,$00,$81,$19,$01

subrout2
LDA $DC04 ; CIA#1 Timer A (LSB).
EOR $DC05 ; CIA#1 Timer A (MSB).
EOR $DD04 ; CIA#2 Timer A (LSB).
ADC $DD05 ; CIA#2 Timer A (MSB).
EOR $DD06 ; CIA#2 Timer B (LSB).
EOR $DD07 ; CIA#2 Timer B (MSB).
RTS
2006-11-28 12:27
Scout

Registered: Dec 2002
Posts: 1570
*=$1000

		sei
		lda #$0b
		sta $d011
		ldy #$01
loop

		ldx #$01
		dex
		bne *-1
		nop
		sty $d020
		ldx #$01
		dex
		bne *-1
		nop
		stx $d020
		jmp loop

---
8Bit Mayhem - The C64 Scenemusic Podcast
http://8bitmayhem.untergrund.net
2006-11-28 14:14
Raf

Registered: Nov 2003
Posts: 343
* = $1000
jmp *

;-)

www.vulture.c64.org
2006-11-28 14:41
j0x

Registered: Mar 2004
Posts: 215
Routine 1:
loop1 inc $d020
bne loop1
rts

Routine 2:
loop2 dec $d020
bne loop2
rts

Spot the not-so-obvious difference

[hint: no, it's not that the colour order is reversed]
2006-11-29 10:57
Mace

Registered: May 2002
Posts: 1799
j0x: the first runs longer than the second, as it takes longer from any value <#$10 to reach #$00 again when you increase then when you decrease.
2006-11-29 11:17
j0x

Registered: Mar 2004
Posts: 215
Mace: Actually, Routine 2 runs longer.
2006-11-29 11:20
Oswald

Registered: Apr 2002
Posts: 5094
some c64s has random upper 4 bits...
2006-11-29 11:59
algorithm

Registered: May 2002
Posts: 705
Or that routine 2 is never run
2006-11-29 12:39
Cruzer

Registered: Dec 2001
Posts: 1048
//Set up a 16x16 charset..

	ldy #$0f
!loop:
	clc
	tya
	ldx #0
ss:	sta screen+$0354,x
	inx
	adc #$10
	bcc ss
	lda ss+1
	sbc #40
	sta ss+1
	bcs !+
	dec ss+2
!:	dey
	bpl !loop-

2006-11-29 13:50
Devia

Registered: Oct 2004
Posts: 401
my SX64+RR+RRNet Radio Reciever with Full Screen Spectrograph:

start: 
sei 
lda #$01 
sta $de01 
lda #$00 
sta $d011 

loop: 
lda $de08 
lda $de09 
sta $d418 
sta $d020 
jmp loop 


:-P
2006-11-30 10:34
j0x

Registered: Mar 2004
Posts: 215
Oswald has given the crucial hint :)
2006-11-30 10:56
Mace

Registered: May 2002
Posts: 1799
I get it... :-)
Interestingly cryptic (not related to the group).
2006-11-30 14:26
Quetzal

Registered: Jul 2002
Posts: 71
;Diagonal "rasters" in $12 bytes:

SEI
ROR $D011
LOOP: DEC $D020
INC $D020
LDX #$03
LOOP2: DEX
BNE LOOP2
JMP LOOP

Other values for X like 01, 02 and 04 are fun to try too!


2007-03-30 13:23
Cruzer

Registered: Dec 2001
Posts: 1048
;Example of code with way too many comments...

	lda #$00	;load the CPU's "accumulator" register with the value 0
	sta $d020	;store it to the VIC-II chip's border color register,
			;thus making the border color black
	sta $d021	;also store the same value (0) to the VIC-II chip's background
			;color register, thus having the same effect as before, namely
			;to produce black color, except that this time it's for the
			;screen's background color

2007-03-30 14:03
WVL

Registered: Mar 2002
Posts: 902
Quote:
;Example of code with way too many comments...

	lda #$00	;load the CPU's "accumulator" register with the value 0
	sta $d020	;store it to the VIC-II chip's border color register,
			;thus making the border color black
	sta $d021	;also store the same value (0) to the VIC-II chip's background
			;color register, thus having the same effect as before, namely
			;to produce black color, except that this time it's for the
			;screen's background color



I think you should add some more comments. It's completely unreadable IMHO.
2007-03-30 14:08
Steppe

Registered: Jan 2002
Posts: 1510
Quote:
;Example of code with way too many comments...

	lda #$00	;load the CPU's "accumulator" register with the value 0
	sta $d020	;store it to the VIC-II chip's border color register,
			;thus making the border color black
	sta $d021	;also store the same value (0) to the VIC-II chip's background
			;color register, thus having the same effect as before, namely
			;to produce black color, except that this time it's for the
			;screen's background color



Cruzer, it doesn't work. I get a black screen every time. Maybe I should read the comments one day to see what it does... %)
2007-03-30 15:18
Compyx

Registered: Jan 2005
Posts: 631
Quote: ;Diagonal "rasters" in $12 bytes:

SEI
ROR $D011
LOOP: DEC $D020
INC $D020
LDX #$03
LOOP2: DEX
BNE LOOP2
JMP LOOP

Other values for X like 01, 02 and 04 are fun to try too!




The same in $0f bytes:

sei
ror $d011
loop: dec $d020
inc $d020
jsr $b123
bne loop


--
To alcohol! The cause of -- and solution to -- all of life's problems!

-- Homer Simpson
2007-03-30 15:58
Scout

Registered: Dec 2002
Posts: 1570
I was trying to make some nice effect for the limiTED C16/Plus4 64 byte compo.

I failed... back to the drawing board because this stinks! :D

It's exactly 64 bytes big and I altered to make it work on the c64.

This is just terrible =)

*=$1000
			lda #$3b
			sta $d011
			lda #$18
			sta $d018
			lda #<$2000
			ldy #>$2000
			sta $f0
			sty $f1
			lda #%01010101
			sta $f2
			ldx #31
fillhires
			ldy #$00
loop1
			sta ($f0),y
			eor #%10101010
			iny
			bne loop1
			inc $f1
			dex
			bpl fillhires

mainloop
			lda #>$0400
			sta $f1

			ldx #3
fillscreen

			ldy #$00
loop2

			tya
			eor $f2
			sta ($f0),y
			iny
			bne loop2

			inc $f2

			inc $f1
			dex
			bpl fillscreen


			jmp mainloop

2007-03-30 18:12
null
Account closed

Registered: Jun 2006
Posts: 645
Incredibly bloated rasterbar routine...:

     *=$1000

     lda $00
     sta $d011
     sei

loop ldy #$70
     lda $02
     cpy $d012
     bne *-3
     sta $d020

     ldy #$80
     lda $01
     cpy $d012
     bne *-3
     sta $d020

     ldy #$90
     lda $06
     cpy $d012
     bne *-3
     sta $d020

     ldy #$80
     lda $00
     cpy $d012
     bne *-3
     sta $d020
     jmp loop


dutch flag on black background :)
------------------------------------
Knoeki/DigitalSoundsSystem/SwappersWithAttitude
2007-03-30 19:21
Luca

Registered: Apr 2002
Posts: 178
@Scout: beware posting a final one, I'll disqualify you! :D
2007-03-30 19:21
TDJ

Registered: Dec 2001
Posts: 1879
*=$1000

     lda $00
     sta $d011
     sei

loop ldy #$70
     lda $02
     cpy $d012
     bne *-3
     sta $d020

     ldy #$80
     lda $01
     cpy $d012
     bne *-3
     sta $d020

     ldy #$90
     lda $06
     cpy $d012
     bne *-3
     sta $d020

     ldy #$80
     lda $00
     cpy $d012
     bne *-3
     sta $d020
     jmp loop


Flag of Luxembourg on black screen
2007-03-30 19:35
Cruzer

Registered: Dec 2001
Posts: 1048
;Flag of Libya... =)

	lda #$00
	sta $d011
	lda #$05
	sta $d020

2007-03-30 20:10
Scout

Registered: Dec 2002
Posts: 1570
2 times Belgium :)

		*=$1000

		sei
		lda #$0b
		sta $d011
		lda #$00
		ldy #$07
		ldx #$02
loop
		sta $d020
		nop
		sty $d020
		nop
		stx $d020
		nop
		jmp loop
2007-03-30 22:04
blinkenlichten
Account closed

Registered: Aug 2003
Posts: 4
begin 644 SWAP.prg
M`,"M`MT)`XT"W:T`W2G\"0&-`-U,O<`.&=`8K9_`:0$I`XV?P(WGA_`#3);`
MC>:'KJ'`O0"02DI*"AAI"H7[K:#`20&-H,!(J0"%_:D$A?RIA(7^HAF@)FA)
M`4C0`<BQ^Y']B(@0^!BE^VDHA?N0`N;\&*7]:2B%_9`"YO[*T-9HJ1N-$="B
M#^XTP:PTP;D`D)T`T,K*$/GNH<#NH<!,,>H`````"0($#@,-`PX$`@D``0`!
M``$``0`!``$``0#8>*D?C0W<C0W=J16-%`.IP(T5`ZD!C1K0J1N-$="I;(T2
MT*G@.*(.G0#0Z1C*RA#WJ7@@]L!88`"L]<#0.*!_C/7`H@"I`!AI`(T#P:D`
J:0"-"\&=@)"9`)!)?YT`D)F`D*T&P1AI"(T&P9`#[@W!Z(C@0-#/8```
`
end

start with sys49152 — btw: uses that tiny sine generator from “formula too complex” which is not that stupid…
2007-03-30 22:09
blinkenlichten
Account closed

Registered: Aug 2003
Posts: 4
umm … got garbled … try the upper half!
2007-03-30 23:32
Scout

Registered: Dec 2002
Posts: 1570
Quote: umm … got garbled … try the upper half!

We want sourcecodes, not encoded binaries! >:-(
2007-03-31 10:47
tlr

Registered: Sep 2003
Posts: 1790
Quote: We want sourcecodes, not encoded binaries! >:-(

Maybe he wrote it in straight uuencoded ascii? That would be the stupidest ever! :)
2007-03-31 13:35
Scout

Registered: Dec 2002
Posts: 1570
Quote: Maybe he wrote it in straight uuencoded ascii? That would be the stupidest ever! :)

Indeed =)
2007-03-31 14:16
Richard

Registered: Dec 2001
Posts:
Here's something probably useless, but was useful for me. Creating short term delays :)

* = $1000
SEI
DELAY LDX #$00
LOOP2 LDY #$00
LOOP1 INY
BNE LOOP1
INX
BNE LOOP2
RTS

To make things interestingly wild, or silly. Before LDX #$00 add the following:

JSR DELAY
INC $D020

JSR DELAY
INC $D020

JSR DELAY
INC $D020

JSR DELAY
INC $D020

JSR DELAY
INC $D020

JSR DELAY
INC $D020
RTS
2007-03-31 17:35
Oswald

Registered: Apr 2002
Posts: 5094
sometime in 91, before learning to use irqs d012 etc, I have made a little "game" which moved around a little aeroplane sprite according to the joystick. now the routine was too fast at first. Then simply I have introduced a 3 or 4 times nested delay loop....
2007-04-01 06:36
The Phantom

Registered: Jan 2004
Posts: 360
Wow.. This forum is great. Made me laugh so hard.

I'd post some of the stupid code I've done, but i'm NTSC. Nuff said?

Honestly, I think the stupidest code i've written was this:

lda #$0b
clc
adc #$1f
sta firstline+1
tax
lda $2000,x
sta $0400,x
clc
rts

I think I used it for a cheesy text displayer. Changing either the #$0b or #$1f created a different text display effect (thinking about it, I used this in WICKED/FOE).

Die Zhen Gebote
2007-04-01 09:08
Platoon
Account closed

Registered: Mar 2004
Posts: 40
*=$1000

start : sei
inc $d020
jmp start
2007-04-01 14:37
lan64+
Account closed

Registered: Mar 2007
Posts: 10
Send me please a "little routine" for "Load the Next Part" after the press the Space Key.

Thnx
2007-04-01 14:52
Scout

Registered: Dec 2002
Posts: 1570
Quote: Send me please a "little routine" for "Load the Next Part" after the press the Space Key.

Thnx


Yes, try it in this thread too... :-(

I guess we gave you enough sourcecodes and hints to get you going.
2007-04-01 15:00
TDJ

Registered: Dec 2001
Posts: 1879
Scout, could you please post your code for your new gfx mode here?
2007-04-01 15:37
Scout

Registered: Dec 2002
Posts: 1570
Quote: Scout, could you please post your code for your new gfx mode here?

Do you want it in ascii, petscii, "monitor-format" or uu-encoded?
2007-04-01 15:40
TDJ

Registered: Dec 2001
Posts: 1879
Quote: Do you want it in ascii, petscii, "monitor-format" or uu-encoded?

YES!
2007-04-01 17:56
Fungus

Registered: Sep 2002
Posts: 686
j0x one runs max 15 iterations, the other runs forever.

inc $d020
bne *-2

will never end

2007-04-01 20:17
iAN CooG

Registered: May 2002
Posts: 3193
actually is
dec $d020
bne *-3
2007-04-15 21:20
Richard

Registered: Dec 2001
Posts:
One really stupid routine would be

LOOP INC $D030
JMP LOOP

especially on a C128 :)

2007-04-16 11:24
Style

Registered: Jun 2004
Posts: 498
Quote: Here's something probably useless, but was useful for me. Creating short term delays :)

* = $1000
SEI
DELAY LDX #$00
LOOP2 LDY #$00
LOOP1 INY
BNE LOOP1
INX
BNE LOOP2
RTS

To make things interestingly wild, or silly. Before LDX #$00 add the following:

JSR DELAY
INC $D020

JSR DELAY
INC $D020

JSR DELAY
INC $D020

JSR DELAY
INC $D020

JSR DELAY
INC $D020

JSR DELAY
INC $D020
RTS


Ive never found any use for delays of such magnitude!

What do you use them for?

Im sure you must be better off RTIing and triggering a new IRQ further down the screen?
2007-04-16 11:32
Mace

Registered: May 2002
Posts: 1799
Style, they're just stupid, hence the name of this thread ;)
2007-04-16 11:37
Style

Registered: Jun 2004
Posts: 498
he said it was useful to him! :)
2007-04-16 13:58
Mace

Registered: May 2002
Posts: 1799
Style, it's Richard.... nuff said? ;-)
Hence the name of this thread.
2007-04-16 15:45
Conrad

Registered: Nov 2006
Posts: 849
Here's a very badly coded raster-splitter routine I found in an old demo:

*=$0801
!byte $0c,$08,$00,$00,$9e,$34,$30,$39,$36

*=$1000
sei
lda #$1b
sta $d011
lda #$3b
cmp $d012
bne *-3
jsr rastersplitter
jmp *-10

rastersplitter
ldy #$00
badline ldx #$08
newline lda tbl_raster1,y
sta $d020
sta $d020
iny
dex
beq badline
lda tbl_raster2,y
sta $d021
lda tbl_raster3,y
sta $d021
lda tbl_raster4,y
sta $d021
lda $0000,y
sta $dddd
lda $0000,y
sta $dddd
cpy #$80
bcc newline
rts

*=$1100
tbl_raster1
!byte $06,$00,$06,$06,$0e,$06,$0e,$0e,$03,$0e,$03,$03,$01,$03,$01,$01
!byte $03,$01,$03,$03,$0e,$03,$0e,$0e,$06,$0e,$06,$06,$00,$06,$00,$00
!byte $06,$00,$06,$06,$0e,$06,$0e,$0e,$03,$0e,$03,$03,$01,$03,$01,$01
!byte $03,$01,$03,$03,$0e,$03,$0e,$0e,$06,$0e,$06,$06,$00,$06,$00,$00
!byte $06,$00,$06,$06,$0e,$06,$0e,$0e,$03,$0e,$03,$03,$01,$03,$01,$01
!byte $03,$01,$03,$03,$0e,$03,$0e,$0e,$06,$0e,$06,$06,$00,$06,$00,$00
!byte $06,$00,$06,$06,$0e,$06,$0e,$0e,$03,$0e,$03,$03,$01,$03,$01,$01
!byte $03,$01,$03,$03,$0e,$03,$0e,$0e,$06,$0e,$06,$06,$00,$06,$00,$00

*=$1200
tbl_raster2
!byte $00
!byte $09,$00,$09,$09,$02,$09,$02,$02,$0a,$02,$0a,$0a,$0f,$0a,$0f,$0f
!byte $07,$0f,$07,$07,$01,$07,$01,$01,$0d,$01,$0d,$0d,$03,$0e,$06,$00
!byte $09,$00,$09,$09,$02,$09,$02,$02,$0a,$02,$0a,$0a,$0f,$0a,$0f,$0f
!byte $07,$0f,$07,$07,$01,$07,$01,$01,$0d,$01,$0d,$0d,$03,$0e,$06,$00
!byte $09,$00,$09,$09,$02,$09,$02,$02,$0a,$02,$0a,$0a,$0f,$0a,$0f,$0f
!byte $07,$0f,$07,$07,$01,$07,$01,$01,$0d,$01,$0d,$0d,$03,$0e,$06,$00
!byte $09,$00,$09,$09,$02,$09,$02,$02,$0a,$02,$0a,$0a,$0f,$0a,$0f,$0f
!byte $07,$0f,$07,$07,$01,$07,$01,$01,$0d,$01,$0d,$0d,$03,$0e,$06,$00

*=$1300
tbl_raster3
!byte $00
!byte $05,$00,$05,$05,$0d,$05,$0d,$0d,$01,$0d,$01,$01,$07,$0f,$0a,$08
!byte $02,$09,$02,$08,$0a,$0f,$07,$01,$01,$01,$0d,$05,$0b,$00,$0b,$00
!byte $05,$00,$05,$05,$0d,$05,$0d,$0d,$01,$0d,$01,$01,$07,$0f,$0a,$08
!byte $02,$09,$02,$08,$0a,$0f,$07,$01,$01,$01,$0d,$05,$0b,$00,$0b,$00
!byte $05,$00,$05,$05,$0d,$05,$0d,$0d,$01,$0d,$01,$01,$07,$0f,$0a,$08
!byte $02,$09,$02,$08,$0a,$0f,$07,$01,$01,$01,$0d,$05,$0b,$00,$0b,$00
!byte $05,$00,$05,$05,$0d,$05,$0d,$0d,$01,$0d,$01,$01,$07,$0f,$0a,$08
!byte $02,$09,$02,$08,$0a,$0f,$07,$01,$01,$01,$0d,$05,$0b,$00,$0b,$00

*=$1400
tbl_raster4
!byte $00
!byte $0b,$00,$0b,$0b,$0c,$0b,$0c,$0c,$0f,$0c,$0f,$0f,$07,$0f,$07,$07
!byte $0f,$07,$0f,$0f,$0c,$0f,$0c,$0c,$0b,$0c,$0b,$0b,$00,$0b,$00,$00
!byte $0b,$00,$0b,$0b,$0c,$0b,$0c,$0c,$0f,$0c,$0f,$0f,$07,$0f,$07,$07
!byte $0f,$07,$0f,$0f,$0c,$0f,$0c,$0c,$0b,$0c,$0b,$0b,$00,$0b,$00,$00
!byte $0b,$00,$0b,$0b,$0c,$0b,$0c,$0c,$0f,$0c,$0f,$0f,$07,$0f,$07,$07
!byte $0f,$07,$0f,$0f,$0c,$0f,$0c,$0c,$0b,$0c,$0b,$0b,$00,$0b,$00,$00
!byte $0b,$00,$0b,$0b,$0c,$0b,$0c,$0c,$0f,$0c,$0f,$0f,$07,$0f,$07,$07
!byte $0f,$07,$0f,$0f,$0c,$0f,$0c,$0c,$0b,$0c,$0b,$0b,$00,$0b,$00,$00


Because of the bad lines, every 8th line is corrupted, and the splits are out of line at the top most of the screen.


BTW, the LDA$0000,y STA$dddd can be used for extra splits. But who cares? It's a crap routine :-)
2007-04-19 22:05
fenek
Account closed

Registered: Apr 2002
Posts: 3
As far as I remember this one:
- make a standard char matrix 16x16 in hires on screen
- cover it with sprites in hires (irq-multiplexer)
- draw a vector-cube as fast as you can
- inside IRQ, check a VIC-collision sprite/background register
after each 8 rasterlines lines in char<>sprites area
- one sprite which is 24x21 pixel big cover 3x3 chars
so the bits of collision register gives you info which fonts/cahrs are used by your vector and these chars should be clear :)))

It's stupid beacuse it slooow ....

.ohhh sprites should be filled by byte $ff
2007-04-20 05:17
Radiant

Registered: Sep 2004
Posts: 639
Quote:
so the bits of collision register gives you info which fonts/cahrs are used by your vector and these chars should be clear :)))

Haha. :-) Cool idea at least!
2007-04-20 08:37
Cruzer

Registered: Dec 2001
Posts: 1048
Nice idea, but performance wise I'm sure it will be more effecient to precalculate and pack the info on which areas of the object to clear/fill/skip.
2007-04-20 09:51
Oswald

Registered: Apr 2002
Posts: 5094
cruzer, animations are always more efficient. However real men used to code realtime stuff:)
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