| |
AKA :
Deep Connection
Released At :
Moonshine Dragons 2022
Achievements :
C64 Demo Competition at Moonshine Dragons 2022 : #2
Credits :
Code | .... | Luke of Arise, Elysium |
| | Wacek of Arise, WST |
Music | .... | Jammer of 1mandivision, MultiStyle Labs, Protovision |
| | Rodney of Arise |
Graphics | .... | Bimber of Arise |
| | Biter |
| | Rodney of Arise |
| | Wacek of Arise, WST |
Design | .... | Bimber of Arise |
| | Wacek of Arise, WST |
Linking | .... | Wacek of Arise, WST |
Loader | .... | Sparta of Genesis Project, OMG, Propaganda Magazine Staff |
Help | .... | Sparta of Genesis Project, OMG, Propaganda Magazine Staff |
Directory Art | .... | Wacek of Arise, WST |
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
User Comment Submitted by wacek on 28 March 2023
Almost a year now and some people still can't get over this? Really? For me Brush'es comment closes the argument nicely. There is nothing more to be said.
Oswald, dude, fucking "Wildfire". Just stop, I beg of you.
"C64 scene was always about doing shit realtime". No, it was fucking not. First it was about some petscii fun stuff and flying balloon sprite, then scrollers, then ripping music from games, then mostly fun VIC stuff, then vector graphics, then doing interlaced stuff, then trackmos, then zoom4 math effects, then non-zoom4 math effects, then SID samples, then... then... and then... Now it's here.
If the demoscene is about anything is about CHANGING what it's about, except maybe always being about some kind of ART, and about going BEYOND LIMITATIONS. Oh, and fucking CHEATING. Pretending there is 9th sprite, pretending you are moving the contents of the screen when YOU ARE NOT, pretending you have more than 16 colors by interlacing them and so ON.
It's really sad that some people cannot go beyond THE LIMITATION of looking at things only from their PERSONAL perspective (especially THE CODER perspective). No, it's not always about fucking THAT. That is just YOUR PERSPECTIVE. Break the border of YOUR PERCEPTION and accept that demos can have merit beyond THAT. If you cannot do that, I am sorry, but it's your fucking problem. By the way, none of the people coding this demo are mindless AI, do you understand how offensive you are making that fucking comment.
Demoscene is about community, art and freedom, not about CODE. We will do whatever the fuck we want. Conformity is a cancer of the soul. Jealousy is the poison of the brain. You want rot in both, go ahead.
See you at X. | User Comment Submitted by hedning on 28 March 2023 User Comment Submitted by Oswald on 28 March 2023
So for you two a "painting" made by sending a prompt to DALL-E, wins over a true painting, because you cant tell the difference just by looking at it. Tunel in Bromance, without thinking it was abvious its an animation. No magic for me in packing down animations to small sizes, sorry. C64 scene was always about doing shit realtime, and for me will always will be. Fooling audience on compos for votes you havent really earned by doing it realtime, thats the win, and coding it for real fail ? Seriously ? | User Comment Submitted by Trap on 28 March 2023
I think Raistlin has a great point here. At the end of the day it is all about execution.
Carrion mentioned earlier that the tunnel in Bromance is animated. It's a great example in my opinion to prove the point. Yes, it is indeed an animation and we can close the argument. However, there is a lot more to it, since it is a very, very big animation that is moving around the screen and there is some other trickery in there too, but essentially the real magic of that effect is how Dize managed to get each of the frames packed into single fonts. At the end of the day, the effect looks great and very convincing. If it was a real time rendering, I would of course have made it move and rotate in such a way that everybody would be able to tell that it wasn't an animation. | User Comment Submitted by Raistlin on 28 March 2023
For clarity: if someone coded up a -real-time- animation that has, say, 64 frames drawn into 2x2 sprites… to me that’s a “fail”. Because, without looking in VICE mon, that could just be cycling through 256 sprites.
In a pure coding compo on CSDb, that would be fine of course… but if we’re at X, or Gubb, and looking at a teeny spinning cube… how do we know?
That’s why I say it would be a fail.. sure, the code is still better in the real-time version… but if you can’t tell that it’s real-time just by looking at it, you’ve managed to fail in how you present the effect IMO. | User Comment Submitted by Oswald on 27 March 2023
@Raistlin, so someone goes through the difficult effort on c64 to make an animation, when it can be easily clicked up in Unity, then havent you failed with your c64 effort? Why not just generate videos for youtube ?
Why paint pictures on a real canvas, with real paint, when someone can just ask Dall-E to make whatever pictures in Van Gogh's style ? Havent the guy doing the real thing failed? | User Comment Submitted by hedning on 27 March 2023
F7sus4: Or you bring the MP3:s to the C64... Oh.. right.. Mahoney already did that. :D | User Comment Submitted by F7sus4 on 26 March 2023
Quote:If you code something that’s real-time that could’ve more easily been made as an animation.. haven’t you failed?
If there's something that could've been more easily made as samples/MP3, haven't all C64 musicians failed by making music with SID registers? Now that's a prominent apologetics logic. :-) | User Comment Submitted by Raistlin on 26 March 2023
I’ve been thinking about this anim vs real-time argument again.. and here’s the thing.. someone moaned that one coder might go to the difficult effort of making an effect with real-time code… and then someone else does it as an animation. As though the latter is somehow rubbish, cheating, etc etc.
To counter this: when the real-time version was made, if that coder wasn’t able to properly show that it’s real-time, by having a large number of variant frames, rapidly moving to different rotation movements, etc etc.. aren’t they their own enemy and, pardon me, a little stupid?
If you code something that’s real-time that could’ve more easily been made as an animation.. haven’t you failed?
So, yeah, great job here Arise. It’s a fantastic demo with a lot of style. If you used someone else’s tool to create/pack the anims, for sure, you should attribute proper credits.. but, still, this is a wonderful demo and I wait for 3sira and Esir4. | User Comment Submitted by mankeli on 25 February 2023
Finally got around to watch this! Very fresh and nice looking. Didn't mind at all about the things being "animation" or not, other than it was a bit annoying to flip sides so often :) | User Comment Submitted by 6R6 on 6 November 2022
This is on level with EOD. Can only vote 10. Nice flow all the way - and the sound is awesome! | User Comment Submitted by Brush on 28 August 2022
I thought i will add my 2 cents to the "animation" discussion. And bear in mind that this is written from a coder's perspective and the one that likes hardcore fx demos. Every now and then there comes a demo that is showing either something completely new or is creating a "genre" on its own. What comes to my mind when i think about E2IRA is State of the Art/Spaceballs. It wasn't a technical marvel and codepr0n but it was great. And it also had this property of being unique and there was not much sense in repeating/improving etc. Even Spaceball's own successor (a good demo on its own) 9 fingers, was not such a smash hit. In my opinion with E2IRA Arise tool the animations on c64 where they haven't been yet. And to a certain degree it will be like the State of The Art - a great demo and once everybody realised these were mostly animations - there is no point in making a copy/improvement - it should stay as this unique achievement. Of course i may be wrong and just as Coma Light 12 sparked the whole 4x4 period in the c64 demomaking - this one could spark a few years on anim-only productions but i hope not :) Animations will always remain in our arsenal of tricks and will be used in productions but E2IRA should remain the pinnacle of animation only demos (and rightfully so). | User Comment Submitted by hArDy on 15 August 2022
Fuck OFF!
This is way too stylish!
Out of words here! :P | User Comment Submitted by Akira on 6 August 2022 User Comment Submitted by Isildur on 30 July 2022
Great demo! Above the limits. Love it. All Samar members LOVE IT. | User Comment Submitted by trident on 30 July 2022
The colorful wobbly mega escos sprite stretcher piccys are awesome | User Comment Submitted by Joe on 30 July 2022
Anyway, what will I remember? Two demos! One from Samar and one from Arise.
Heads up and knees down. Get that knife and sword out! You will have powers from Sweden, knocking eachother out. Best win is Poland ;D | User Comment Submitted by Joe on 30 July 2022
Wow Oswald? Seriously! Banned! | User Comment Submitted by Oswald on 30 July 2022
#topic closed, only groepaz should have been removed, as usuall it was his trolling that made it into a shitshow. | User Comment Submitted by Oswald on 30 July 2022
"animations have been in the demo toolkit for decades. The tools are better these days, but they still have limitations of their own. It's all part of the fun"
while I really love Arise, and the guys, I just have to say this.
when a demo shows animations and labels them with the name of realtime effects "gouraud shading" "env mapping" , or "line" "filled" "particle" that is just not right for me, misleading the viewer. So some coders work weeks or months on a realtime shit and then someone can display the same as animation frames and gets credits ? And even here some guys says oh, its no problem its okay ? No its not okay. Animations were in demos, but they were used and displayed as animations, and not to display effects that are possible realtime.
A demo should be about pushing the limits, show how big is your penis, and thats not done by displaying a fake dildo.
also the moderation can suck my balls what is it with the constant topic closings, arent the topics here so we can discuss things and arguing? So now I cant discuss this topic here because it should be about the demo, and cant discuss it in the forums either because topic is closed ? WHY? Moderators expect us just to kiss each others arse constantly around here, and live happily ever after ? Is csdb by now a fuckin safe space for butthurt people and butthurt moderators ? | User Comment Submitted by Joe on 30 July 2022
One could give another review, right? Excellent interplay with pre-rendered things and live ones
(Luke’s incredible FPP routine! Inspired from some work we had together in Elysium!).
Very nice greetings part, reminding when Censor was sorting Stormtroopers to pass on the screen.
Jammers tune fits like a hand in glove. The animations are quite plausible, who cares.
Arise - you are forever! Just look at that end-credit part?! Epic. | User Comment Submitted by ChristopherJam on 30 July 2022
I probably should have left this comment before the forum dramas, but eh.. I'm pretty sure my impressions on today's rewatch are much the same as from my first viewing a couple of months ago.
Nice fresh style to this one.
The fake 'crash' at the beginning was an amusing start.
The walking cube was pretty obviously an animation (quite visible quantisation artifacts, fairly short loop), but was nevertheless a cool effect. It still takes some design work to avoid colour clash and spec something out that doesn't artifact *too* badly.
Love those split line/fill/particle/diagonal vectors!
fpp upper lower border octopus is cool!
(50fps and running into the borders? Must be an animation :P)
lightsourced approaching octopus is seriously creepy - nice 'weeping angels' vibe to that one
Three disks seems a little excessive
But I did like the dodecahedron interior.
Nice tunnel and well compressed shaded dodeca.
Nice thumpy music through the guts of the production.
lovely closing music.
haha side 4. NO! :D
A worthy second place, IMO
(ps - animations have been in the demo toolkit for decades. The tools are better these days, but they still have limitations of their own. It's all part of the fun :) ) | User Comment Submitted by Smasher on 29 July 2022
lol Joe. yeah, I also think this demo made fun of me. so that fx was no realtime? expect a letter from my lawyers soon! :) | User Comment Submitted by Joe on 29 July 2022
"This demo is trying to cheat viewers by tricking them to think that most of the effects are calculated in realtime", PFFF, hahaha, best comment ever. Love how some think viewers are stupid? | User Comment Submitted by Linus on 27 July 2022 User Comment Submitted by Stone on 27 July 2022
When I love what I see, I don't care how it was made. I really love this on so many levels <3 | User Comment Submitted by wacek on 27 July 2022
@bitbreaker, we discussed this 2 months ago privately already, see you at the bbq ;)
@mojzesh reply will be in the forum. | User Comment Submitted by DeMOSic on 27 July 2022
I know im not involved in This discussion but ill just say it feels like this should be moved into the forums. Also, i still LOVE This demo despite it being some cool animations. Its all put in so well and the compression techniques seems cool. | User Comment Submitted by Walt on 27 July 2022
Animations are fine if used the right way to fit the theme or story of the demo - and as a coder I would hate to see everything be animations. There should be some 50fps raster stuff etc. too :)
@Carrion: Yes, the tunnel in Bromance and the gunbarrel in TWINE are animated :) | User Comment Submitted by Mojzesh on 27 July 2022
@bitbreaker I second that.
I also think that if this is the direction the demoscene is going, I’ll leave the scene - no point in wasting my skills (or, equally, your skills or those of many other veteran demoscene coders) on squeezing the last bit out of CPU/floppy drive, only to see animations are the ‘new normal’. As we all know, animations are pretty easy to do (i.e. hours of work, compared to weeks, for a hand-written Assembly code, extra c64/pc tools etc.).
Perhaps all parties should create a separate ‘animation-based’ democompo category (separate from ‘code-based’ - in which case nobody would question the technicalities because it would be clear upfront. | User Comment Submitted by Mojzesh on 27 July 2022
@wacek Before I left arise (a year ago), the only language on PC you knew at that time was PC Basic. Your poor coding skills and the absence of own demosystem developed solely by arise (it was all spaghetti code) was one of the key points that made me leave your group (among several others). It’s clear to me - especially by judging your answer to this - that you didn’t write the compressor yourself (don’t lie, I know you well enough) … To change my mind, just prove it (there are lots of ways to prove it without the need to reveal the source code).
And do you finally know in 2022 how many CPU cycles are eaten by a given number of sprites, you so-called ‘brilliant coder’?
Ps. You were using the same compressor in the past and you told me so yourself back then you didn’t write it :D | User Comment Submitted by Bitbreaker on 27 July 2022
I find animations a bit disappointing from a technical view, as the same principle and compression scheme (lossy + additional compressed frames) are used over several parts. As a coder i would find it more appealing if different techniques and approaches would be used to achieve the goal. Using animations could also lead to a view, that people don't ponder anymore on how to do effects by code, as animation is the shorter/easier/almighty path. That would be really sad. Sure, sometimes it is the only option and i also did animations already, codebook based in all kind of modes, as well as lossless delta based. It is fun on teh one side, but also boring after a few times, the fun lies in the fact to show, that it is possible, but i would not dare exploit it excessively. It is just like with definers. There's no doubt that a lot of work went into all this, and this demo flows great and i am concerned as a coder as written before. | User Comment Submitted by wacek on 27 July 2022
@mojzesh, you don't see the code credits? The code credit includes the pc prototyping code, the compressor on pc, decompressor in the demo and everything else. ALL CODE.
The same way you are credited in Let's Get Brute'al - you have a code credit, although AFAIR there was no single line of code on c64 done by you, but you did the pc code and that was the agreement.
Credits don't have to be explicit, you are not an authority setting the rules here, we make the choice how we credit the demo, love it or leave it.
As for the language in which the compressor was written on PC, I am also not obliged to share with you or anyone else the code or any information about it. It's called competitive edge. Your doubts are your problem. | User Comment Submitted by Carrion on 27 July 2022
@Walt
... and tunnel in Bramanace is animated too I guess. but...
who cares if the demo looks amazing. I mean Bromance, and E2ira too. :)
@Wacek
If you plan do more demos like this. Please do I can't wait. Again, the overall Wow effect that E2ira made on me is something I want to experience more often. So... more "animations" pls!
and what Vincezo, Magnar and Bob said. | User Comment Submitted by Mojzesh on 27 July 2022
@wacek I checked the credits and read the lengthy explanation once again. And I can’t see any explicit credits for the compressor. Let us all know in which language the compressor was written on PC. | User Comment Submitted by wacek on 27 July 2022
@mojzesh I already did tell you in the credits.
The person who coded both the compressor for the frames on pc and decompressor in the demo code is credited in the demo. It's me. | User Comment Submitted by Walt on 27 July 2022
Technically the DXYCP and double DYPP in Bromance and the vector light scroller in Expand can be considered indexed animations so what's the problem? ;) | User Comment Submitted by Mojzesh on 27 July 2022
@wacek And btw. can you tell us who wrote a compressor for those animations? I’d say that’s a crucial part of information which you clearly omitted from your lengthy “explanation”. I doubt it was written by anyone from arise. | User Comment Submitted by F7sus4 on 26 July 2022
I used to think that "decompress precalculated data with proper sync" is essentially different than "draw objects using real-time instructions", but maybe that's just not post-modernist enough. What bothers me more is the heavily ego-driven response from the author(s) which I consider unnecessarily combative. The demo is a milestone already and will be appreciated for all the great design it has delivered. There's no need to distract the reception with poor PR choices. | User Comment Submitted by vincenzo on 26 July 2022
I've never seen it as issue that a demo is "fully" animation (one can consider Median as full animation too, but it's much more than that). If animation serves a purpose and the demo itself is one big chunk of a enjoyable production, it's fine with me. Make me entertained! :)
This was a big debate back then in the mid-end 90s on Amiga and PC too, where design took over code because "there were no new effects anymore" or people were bored with seeing the same rotating cubes (but it's faster than before!!!!111!!1!) over and over. Still, the urge to do something and being creative ended up combining code-graphics-music together in new ways where direction and design were equally, if not more important than the code-gfx-music. | User Comment Submitted by wacek on 26 July 2022
Please, we (Arise) kindly ask you to stop writing that these are "just animations". There are 2-3 parts in this demo that are "only" realtime depacked animations without additional fx added on top. All the other ones have additional effects or movement, either realtime, precalculated or carefully cycled to achieve what you are seeing. Some have no animated components at all, fe. connected credits part.
As an example we will describe in detail one part: walking cube in space.
The whole 3d model and scene with camera trajectory was prototyped by Luke on pc as realtime effect in js/canvas. Then the data was split into:
- 128 frames of luma data (125 kB)
- star coordinates as separate data set
The 128 frames were hand corrected by Wacek for optimal compression result in 1 charset.
Next, as the original scene was monochrome, the 128 frames were hand colored by Wacek, of course in that process I had to get rid of all the color clashes (the animation is in hires, not multi).
The color data was then exported as 128 frames of chroma data (125 kB).
We worked on the compression until we fit that 250kB in the memory. It needed 2 separate methods of compressing chroma and luma.
When it was done we realized there is no memory for starfield coordinates as raw tables, so those coordinates had to be packed by Luke.
In every 3 (three) frames what is happening:
- one 1kB luma frame is realtime depacked to a double buffer (using one compression method)
- one 1kB chroma frame is realtime depacked straight into $d800 (no time for a double buffer) using a different compression method
- star coordinates are depacked in realtime, sprites are placed on screen, the upper border is opened, sprites are dynamically multiplexed over the entire screen because there are more stars than sprites
- everything has to be timed - as you see there are no update bugs which sometimes are appearing in other demos
Almost all other parts are using the same principle. There are some frames that are depacked and then dynamically processed, moved, colored, cut, merged, modified etc. on the fly. And every part is not slower than 3 frames.
If anything that is using precalculated graphics and then placing it/moving on the screen using some method is "animation", then colorcycling effects, twisters, and many other effects are animations. Again, it's the same principle.
There is a category that we can call "animation demos": Wildfire/Coma, many demos by Algorhithm, Star Wars part in "Love"/Agony. Those are great demos in their own right. However, we think this demo does not fit into the same category, because there is so much more than just decompressing the frames onto the screen. We feel it's not giving this demo justice. There is 7GB of development data packed into ~500kB of C64 data. Not to mention the ideas, concept work and hand work put into it, which is not measureable.
Watch the demo, enjoy it or hate it for what it is, but please respect the work and heart which was put into it. Thanks! | User Comment Submitted by Magnar on 25 July 2022
I think many talked about doing a animated demo like this for like ten years +++, but Arise went one step further - they actually did it. :) Great work, and I totally love the show being displayed! Rewatching that first part of the "walking-cube + stars" are just still amazing! | User Comment Submitted by Oswald on 24 July 2022
Jammer, hehe :) anyway you fooled me too, and its just a coder itch, overall its a demo I always wished for. | User Comment Submitted by Jammer on 24 July 2022 User Comment Submitted by Oswald on 24 July 2022
okay on a second thought, very nice demo, but all main effects are animated if I judge it correctly, except the 50 fps raster part. | User Comment Submitted by F7sus4 on 4 July 2022
The absurd amounts of perfectionism put into every single frame of the demo are nothing but mindbending. There's no need to list or name the effects, since Arise reworked and reraped all of them thousands of times repeatedly leading to the ultimate form as we see conducted on the screen. | User Comment Submitted by wacek on 4 July 2022
@Bob: thanks! Yes, I think we did have a feeling that we are stumbling upon a new approach here, that can set a new direction. Thanks for noticing ;) | User Comment Submitted by Bob on 30 June 2022
Damn!! I have missed out on commenting this masterpiece. It's different! its Fresh its New, its Wierd \o/ all the aspects I love in a demo! This demo stands out! Excellent execution. Looks like some painstaking effort have been put in there! Interesting to see how animations combined with FX works perfectly well. Will this be a new milestone for the coming demos?
You guys definitely made me think here :) | User Comment Submitted by Carrion on 22 June 2022
Watched it for 10th time today on real HW.
I don't vote on CSDB too often... But when I do, I give only 10s.
Great job Arise... Great job! | User Comment Submitted by Jak T Rip on 22 June 2022
Just when you think you have seen everything. Just when you think Biba was it. Congrats, connected blokes! | User Comment Submitted by Chico on 21 June 2022 User Comment Submitted by Digger on 17 June 2022
Wacek and the Arise team never disappoints. The amount of determination, talent and work that went into this demo is paramount. Thank you all for doing this.
+ design and tons of surprises (let the bass kick, octopussy etc.)
+ fab hires+sprites flip disc image
+ soundtrack and sync
– lack of realtime effects (was hoping at least the vectors would be)
The difference in voting points at MD 2022 was in the statistical error range, so I consider this ex-equo with Amanita.
Waiting for 3SIRA, ESIR4 and E5IRA now ;-) | User Comment Submitted by iAN CooG on 15 June 2022
You have to vote what you think a production deserves, not to manipulate charts, that's what a lowlife scumbag would want to do. | User Comment Submitted by Wile Coyote on 15 June 2022
As great as E2IRA is, i do not consider it to be the best demo on C64, which CSDb implies (as i type atleast).
Sure i voted E2IRA 10/10 as 9/10 seemed too low. Which brings me to my next point..
Cannot CSDb vote system up upgraded so that 9.1 9.2 9.3 etc votes can be cast? ^_^ | User Comment Submitted by ws on 14 June 2022
brand + design * soundtrack ^ cthulhu = brutally cool! jammer: album please! rodney 馃挅 | User Comment Submitted by Flotsam on 9 June 2022
I'm not educated enough to evaluate the quality of code, but just by looking at the action on the screen I can guess it must be top notch and so are the visuals. And the music... other level, especially how it works beautifully with the screen. Definitely #1 stuff @any compo ever. | User Comment Submitted by Didi on 8 June 2022
Great! A lot of unexpected things to see. Surprising in many aspects. \o/ | User Comment Submitted by Nightlord on 6 June 2022
This demo instantly goes to my favorites playlist, thanks to its fast pace and new school effects. I felt a kinship with you all as I could see how we have similar sensibilities when it comes to demo direction and design. The effect style, the effect/gfx ratio, the pace are all very "my taste". So it was (and will continue to be) a great joy to watch this demo. | User Comment Submitted by Scrap on 6 June 2022
Gave this demo 10/10, as it is absolutely stunning. But if I colud, i would give this insane soundtrack an 11. Does this really come out of my good old little SIDchip? | User Comment Submitted by Norvax on 6 June 2022
Damn solid demo with full of different effects on 3 sides. Respect to @Wacek and all the team. I liked the FPP and Octopus (lighting) part a lot. Some animated effects are not exactly my cup of tea, but they provide fresh screens and eye candy. Congrats to the whole team. Go Arise! | User Comment Submitted by DKT on 5 June 2022
jaw drop at party, hard work pays off, thanks guys for great demo, love ya | User Comment Submitted by Shine on 5 June 2022
I stay with my 10!
Reason:
I do NOT remember any demo, i watched twice a day! | User Comment Submitted by wacek on 5 June 2022
@Trap: taking into account that I personally "grew up" on your, meaning Bonzai, demos, a 9 from someone I could call a "childhood hero" remains an incredible moment for me :) | User Comment Submitted by Trap on 5 June 2022
Had to watch this again today. The music in this one is incredible. The pacing of the demo, the smoothness of the transitions.
I'm changing this to a 9 because some of the graphics feel rushed or just not "done". Most of the code is fantastic, but there's some re-use and lazy solution that I personally would have avoided. Still. I'm an Arise-fanboy <3 | User Comment Submitted by celticdesign on 5 June 2022 User Comment Submitted by Yogibear on 4 June 2022
Especially like the coding! Ending of last tune is epic! | User Comment Submitted by NecroPolo on 3 June 2022 User Comment Submitted by Wile Coyote on 2 June 2022
Two parts i like that i did not comment on during my original post include:
The rolling cube, with starfield making use of upper border. It looks great!
The intro hires picture, the way the part appears to crash, simply throwing away the hires bitmap. Excellent! | User Comment Submitted by Count Zero on 2 June 2022
Love that FPP and all the packaging around it as well! Really nice one. | User Comment Submitted by wacek on 2 June 2022
Uploaded the first music SID file including the samples :) | User Comment Submitted by wacek on 2 June 2022
@KAL_123 yes, we are a bit exhausted after this one, so we need some time to recuperate for sure before the next one :) but there will be next one for sure. Keep your eyes wide open ;) | User Comment Submitted by Raistlin on 2 June 2022
@Steverd: can you check the top 10 demos and let us know how many work on NTSC? I’m guessing it’s going to be ~0.
Most scene demos are assumed to be PAL-only. | User Comment Submitted by KAL_123 on 2 June 2022
In the course of this demo, I also watched "Es1ra" again earlier, which is also cool. Looking forward to the next demo of this series, even if it will take longer, until it's appearance of course. Following the logic in the naming, this would then be called "3sira". | User Comment Submitted by wacek on 1 June 2022
@Steverd: ok, then mystery is solved. This demo is for PAL machines. | User Comment Submitted by Steverd on 1 June 2022
More Info: Won't run on my NTSC machine. Also won't run off of my Ultimate II,also tried version 1.01. The music starts on disk one, but the animation never does. | User Comment Submitted by Copyfault on 1 June 2022
@Steverd: using a PAL or an NTSC machine? Did not try myself but I bet it won't run on NTSC! | User Comment Submitted by F7sus4 on 1 June 2022
I'm sure it works perfectly fine on real hardware as I've already watched it on multiple C64s and 1541s with no problems at all. | User Comment Submitted by hedning on 1 June 2022
Both versions work fine on my real hw (1541-II). | User Comment Submitted by wacek on 1 June 2022
@Steverd: it was tested on real thing with real drive, works fine. Some suggestions:
1. use 1.01
2. use good quality, reliable disks
3. PREFORMAT the disk with verify
4. verify or test the disk after writing
If it still does not work (also, please be more precise: does not start, stops at certain part etc) please contact me via PM. | User Comment Submitted by Steverd on 1 June 2022
Does NOT work on real C64/1541. Any fix? | User Comment Submitted by Street Tuff on 1 June 2022
the animations are strong in this one. really like this! | User Comment Submitted by Rhythm on 1 June 2022 User Comment Submitted by Golara on 1 June 2022
Also it's "just" sprite stretching and not FPP (can't do upside down image etc.) but whatever :P The black lines in the graphics that are used to mask background colors and in general add detail make it look like gaps in the graphics that are usually associated with FPP | User Comment Submitted by Golara on 1 June 2022
I'll just say again, I was mostly impressed by the FPP routine since that's my kind of effect and I was quite puzzled how colorful it looked. I had an idea how this effect looks but not with that many colors. Looking at it again it seems like my general code idea is the same but the graphics are prepared in a clever way.
All the colors are the background color and the sprites are all black. They use quite a bit of black lines of graphics to cover the background color. So now if you want object on the left to have one color and object on the right to have another color you just need to interleave the background color on every other line and the left sprites cover the even lines and the graphics on the right cover the uneven lines.
That's really cool. I'm just thinking, damn, now I can't do that since it's already been done :D. For the main effects like the rotating ARISE logo with the sphere and the 3d cubes... I think these are way too fast to even appear real time. I'm thinking about this super blocky "64" logo in some Chorus demo or the 50 fps cube in Incoherent Nightmare and this is few levels above that. "Jumping the shark" moment I guess. Though I doubt it was supposed to fool anyone, but.. idk, I hope new generation of demos won't just be Blu Reu Lite on stock C64 | User Comment Submitted by Malmix on 1 June 2022
Yes! Thank you for such a fresh and awesome demo! | User Comment Submitted by Zielok on 31 May 2022 User Comment Submitted by Golara on 31 May 2022 User Comment Submitted by AMB on 31 May 2022
This is the best demo on the C64 for me, it is time for the top ten list to show this new number one. Congrats ARISE and thank you for this piece of arts. | User Comment Submitted by Peiselulli on 31 May 2022
look here:
Peiselgames
Peiselgames
It was the same case : trouble with the loader. I solved it initially like you, but it was rejected by the admins.
The demo is a full 10/10 btw. | User Comment Submitted by hqn on 31 May 2022
Still my favorite mixtape. | User Comment Submitted by Remdy on 31 May 2022
@Peiselulli why? it's way more convenient here. | User Comment Submitted by Peiselulli on 31 May 2022
In my opinion, the 1.01 version should be a seperate release ... | User Comment Submitted by wacek on 31 May 2022
By the way, I hope everyone noticed you can start the demo from each side separately, if you'd like? Every side starts by itself ;) | User Comment Submitted by wacek on 31 May 2022
@KAL_123, the issue was one specific tight sync point which in case of UII+ and some very specific 1541 case could not catch on time. Somehow the UII+ emulates slower disk speed than UII, Vice etc. Unfortunately I do not own UII+ and I assumed it would not be doing that if older UII worked fine ;) So I just increased the "uncertainty" buffer in that specific point. The change is really few bytes on disk A. No changes on disk B and disk C.
So to answer your question, everyone can use the 1.01, most can use the 1.00 without issues. | User Comment Submitted by KAL_123 on 31 May 2022
@wacek, one short question. Would you recommend to use V1.1 on all different hardware (real 1541 e.g.) and on software-emulators, or only on 1541-UII+? Or, to ask in other words - can V1.1 have a disadvantage on other hardware/emulators than UII+? Guess not, but just want to be sure. :) | User Comment Submitted by Neo-Rio on 31 May 2022
Trying to pick my jaw up off the floor | User Comment Submitted by Shadow on 30 May 2022
Great demo, the Nexus 7-style rotating lightbars effect is ace! | User Comment Submitted by TheRyk on 30 May 2022
top design, overall one wonderful trackmo
(and just btw imho coinflip if this one or samar ended #1) | User Comment Submitted by wacek on 30 May 2022
I added some trivia about the demo. No technicalities, more human stuff, stories behind effects, anecdotes etc. Enjoy ;) | User Comment Submitted by Trap on 30 May 2022
Very, very, very cool stuff! You blew my mind. How this didn't win, is beyond me. Awesome!!! | User Comment Submitted by Paul Bearer on 30 May 2022
Graphics, effects, design, everything is just incredible. The music fits perfectly. Clearly 10/10 for me. | User Comment Submitted by katon on 30 May 2022
Arise, I'll develop my comment a bit more, so the Demo just blown me away with the action, amazing code, graphics and this music stuck into my head so that I will never forget it. Once again, sincere congratulations to all of you who worked on this release! | User Comment Submitted by Conrad on 30 May 2022
#1 demo for me! Outstanding effects and transitions! | User Comment Submitted by wacek on 30 May 2022
You can now also download the 1.01 version that is working properly with UII+. Thanks to Sparta/OMG for the help :)
I am not removing original link and not creating new entry, per CSDb rules.
@Hedning: my approach is different, I will do what I can to make sure as many people can enjoy this demo as they want ;) | User Comment Submitted by Magnar on 30 May 2022
Amazing efforts and such a nice demo! Love the use of animations, sprites and making it all look so fluid and smooth! The Andromeda Nexus 7 effect + music alone deserves a 10/10! :) Feedback on code, music and graphic in general from me is that the music is of the highest-standard; Jammer really know how to fit songs to the visuals. Maybe overdoing on the dubstep influences here and there, but it works for me. :) The graphic of logos and stuff is nice, but some parts has a bit cartoonish/raw style and it fits mostly the demo-flow, but I never got that wow-impressed by the graphic art itself like say in recent other demos etc. Code and effects and visuals with animations and transitions and flow is top notch! It is a Edge-of-Disgrace killer? Hmm... Let me think for a while on that. 10/10 anyway! :) A shame you reached second spot with the demo, I would put this first. :) Cheers Magnar | User Comment Submitted by DeMOSic on 30 May 2022
one day after i gave my opinion, Still awesome! The stuff at the beginning is so WTF! HOW! Total jawdropper | User Comment Submitted by TLF on 30 May 2022
Wow, been a long time since I watched a full C64 demo from start to finish and then booted it straight back up again. Amazing. | User Comment Submitted by Copyfault on 30 May 2022
The transitions alone beam this extraordinary demo into the EoD-league!
Literally everything fits, the massive soundtrack, the pixel craft and the code - rendering up to something I'd dare to call a perfectly designed demo up to this date!
The PL scene was always high on my personal list. This experience here substantiates it once again! | User Comment Submitted by hqn on 30 May 2022
Not to take anything away from the code and graphics (this demo is fucking amazing), but those beats slap hard.
This is my kind of mixtape. | User Comment Submitted by Honcho on 30 May 2022
Fantastic demo! Has a great feel about it with gfx, music and effects working beautifully together with perfect timing. Some may not like the heavy use of animations but think we all agree it's brilliantly executed (apart from the muppet who gave this one a 1) so well done to everyone involved! | User Comment Submitted by Bitbreaker on 30 May 2022
For my taste there are too much loosy compression/codebook artefacts in quite some effects. And it is chewing up disksides like crunchy chips /o\ But i like the style and how one thing flows into another a lot! | User Comment Submitted by Strepto on 30 May 2022 User Comment Submitted by JAYCE - THE MiNiSTRY on 30 May 2022
Holy hell! I looove this demo! <3 | User Comment Submitted by Six on 30 May 2022
This... This is just a true masterpiece. | User Comment Submitted by hedning on 30 May 2022
Wacek: If it runs on real hw, and it did at my house, there should be no problem? If it bugs on some emulated gadget it is the gadget’s problem, yes? | User Comment Submitted by Smasher on 30 May 2022
great decision Wacek you dropped the voting debate. The scene does not really need another Capitol Hill siege :P
thanks guys for this great production! this demo really kicks hard!! code/gfx/music/design... all 10/10! | User Comment Submitted by wacek on 29 May 2022
I had a discussion with Isildur/Samar and his word is good enough for me.
So I drop the discussion about voting, please disregard my previous comment on the subject.
Second thing: I am investigating the issue of UII+/3.10 with the help of Sparta, so far I was not able to replicate it, but we will keep on trying. The timing in the demo is crucial, and every loading call has an overhead sufficient for the tested environments, but let's see. I will do my best to fix this. | User Comment Submitted by DivertigO on 29 May 2022
Damned nasty and clever, on all counts. | User Comment Submitted by Slajerek on 29 May 2022
Regarding voting, I think it is important to note that Samar did not have access to voting system at all. Everything was organized and controlled by Xenium demoparty orga team (Borys and Supernoise), they just gave us the results. Please contact them for more details about voting, we do not have access.
Anyway, my fav moment also was Cthulhu part :)) | User Comment Submitted by Frantic on 29 May 2022
Very very nice flow! Chtulhu can't go wrong!
Nice reverb-like effect on the snare just after disc 3 started. | User Comment Submitted by Genius on 29 May 2022
So many WOW effects! Great! | User Comment Submitted by Walt on 29 May 2022
Well done!
Some very nice effects surrounded by a lot of animations :) Especially loved the sprite stretcher (AKA 'FPP')!
I have the same issues with the demo stopping on disk 1. I am using 1541 Ultimate II+ firmware 3.10a on a C64 Reloaded MK2. | User Comment Submitted by Viti on 29 May 2022
Fantastic demo guys, beautifully done! ...and what Clarence said! | User Comment Submitted by Mibri on 29 May 2022
Speechless.
I think the compo results thing really pales into insignificance beside the fact that this production, as I see and hear it, is such a massive achievement. From now on, when I think of my favourite C64 demos, I'll definitely recall E2IRA. Thanks for blowing my mind a bit today. | User Comment Submitted by Clarence on 29 May 2022
Amazing demo, well done. Deepest respects. | User Comment Submitted by vincenzo on 29 May 2022
I told you guys at the partyplace what I think about this demo and probably everyone else in the comments phrased their praise better than I would be capable of doing it right now. I need to process the weekend first and sleep more than just a couple of hours. | User Comment Submitted by Scrap on 29 May 2022
Wow... Great Demo! Top notch in all categories. Have to watch it again right now... ;-) | User Comment Submitted by wacek on 29 May 2022
@Tom-Cat, @Almighty God:
I don't own the UII+, the demo was tested on many configs including UII on 3.4 fw, so it shouldn't work worse on better hardware and firmware ;) Please contact me with details, I will try to look up the issue.
For the moment demo (loader) also does not work on the UK1541, but Kisiel promised us to fix it ;) | User Comment Submitted by Almighty God on 29 May 2022
Awesome work guys, thanks a lot for this.
@Tom-Cat Happens the same to me, with the same set and firmware. | User Comment Submitted by 4gentE on 29 May 2022 User Comment Submitted by w4rp8 on 29 May 2022
A milestone release in every department. You rotate and transform in 3d as you somehow enabled the undocumented gpu :-D
Gfx and design is ace and the soundtrack kicks totally!
Thanks for spending your creativity and skills on such a production. | User Comment Submitted by wacek on 29 May 2022
@Isildur sure, go ahead, you know how to contact me with the votes, I will have no problem to withdraw what I wrote.
As for the rest of what you wrote I will not comment. I don’t have to. | User Comment Submitted by Tom-Cat on 29 May 2022
Great demo! :) Lovely effects, even though a lot of them are animations.
Anyone else here has problems with running the demo on real c64 with 1541u2+ and 3.10a firmware? It always stops with music playing at the purple screen on disk 1 :
Working fine when loaded from pi1541 on the same c64 with 1541u2+ attached :) | User Comment Submitted by Golara on 29 May 2022
The nexus7 light sphere and the FPP effect was my favorite. Tight production, music and the flow is just obviously so precisely tuned and woven together.
As for the votes. It seems obvious that one shouldn't vote on their own prods but I saw people doing that on X and other parties. It's not blocked by any voting system either so I though I shouldn't "waste" my vote. Still I gave this demo 9 while I gave 8 to the Samar production. If that's something tthat shouldn't be done then I'm sorry, but that 8 points towards Samar wouldn't put it in the second place anyway (9 points advantage). I'm also for the publication of the votes if it can put end to this drama :/ | User Comment Submitted by Shogoon on 29 May 2022
That see monster part scared the shit out of me. Guys, what else to say - another AMAZING polish prod. <3 | User Comment Submitted by Isildur on 29 May 2022
Nothing happened with the voting on the party. I told Wacek their demo is a winner before public results. It was sure to me too.
E2ira is one big animation, made with great taste. Few more people decided they prefer classic effects in Amanita. That happened.
Also Wacek you know that we in Samar have rule not to vote on ourselves, but this time Golara voted on E2ira 9 and on Amanita 8, fair enough I think. If you believe there was any manipulation on voting just ask Broneck or Yugorin to show you all the votes. I think this won't be a problem. They both are decent and honest and I believe you know that already. | User Comment Submitted by hedning on 29 May 2022
Yeah. I wonder what happened with the voting at the party. Clear winner. | User Comment Submitted by Carrion on 29 May 2022
WHAT A DEMO!
This is one of the best demos ever on C64.
Thanks Arise for doing this! | User Comment Submitted by kenji on 29 May 2022
Whiskey Tango Foxtrot!
Thank God I had the chance to watch this demo live at the party.
It was FANTASTIC !!!!! Thanx!!!!!
ps.for the future, put Amiga demos on amiga :) | User Comment Submitted by Paladin on 29 May 2022
@Flex I know right, they had me at the cube which was so beautifully synced with the tune at every flip.
I've watched this beauty like 10 times now and am so proud of what was done here by these folks. You should all be extremely proud of this production and I hope you all have more surprises in store for us in the near future. Bravo! | User Comment Submitted by Wile Coyote on 29 May 2022
#2 ?
Arise were robbed!
#1 without a doubt.. | User Comment Submitted by Flex on 29 May 2022
Top notch demo! I especially liked how it paid attention to details & sync.
There's clearly countless hours put in this one and it shows. Congratulations to everyone involved and thank you for this candy for all senses! | User Comment Submitted by Matt on 29 May 2022
Okay...
Have I just been watching the best c64 demo ever?
Either way, it was an amazing journey. Well done team Arise! | User Comment Submitted by Shine on 29 May 2022
W T F
WHAT A RIDE! :D
E X C E L L E N T!!! <3 | User Comment Submitted by hedning on 29 May 2022
This is awesome. Congrats guys. | User Comment Submitted by Xiny6581 on 29 May 2022
Excellent! I could write a book here but damned what a nice demo. Satin smooth all way. :) | User Comment Submitted by Hate Bush on 29 May 2022
ticks all the boxes for a timeless classic. we know Arise is capable of great things indeed ;) but i don't think anybody expected THAT. have to re-watch it a few times, but to me, here and now, it seems like a milestone and the best demo to ever come from Poland. love you guys! | User Comment Submitted by Raistlin on 29 May 2022
I can’t comment on the Samar demo yet as, well, it’s sadly not been released even in a party form :-( … but, wow, this was a very nice surprise - excellent work, all involved! And Wacek, some spectacular code here from you - absolutely loved it. Some really really nice effects. Brilliant. Stunning. Hope you’ll be back with more in not too long - though I suspect you’ve burnt yourself out with this awesome demo! | User Comment Submitted by Slajerek on 29 May 2022
Definitely #1 for me. Actually I was totally shocked at prize giving to see Samar won the compo. Difference of number of votes is really small (437pts for Amanita vs 427 for E2ira). Of course my myself I did not vote for any entries to be fair and I believe other Samar members did the same.
Anyway, great and polished design and music is top notch!! | User Comment Submitted by Zephyr on 29 May 2022
Whoa, what a party banger that was! Excellently designed, timed and executed piece!
Wacek - demoscene history knows a lot of "2nd-place-masterpieces", You guys are in great company. My heartwarming kudos to THE TEAM! | User Comment Submitted by DeMOSic on 29 May 2022 User Comment Submitted by Wile Coyote on 29 May 2022
The highlight for was the FPP upper lower border swinging image with vertical stretch :D
I really liked The End credits up scroller.
The Pre_Intro screen looks great, and set's the scene well for what is to follow..
Audio fitted to demo perfectly.
Best demo i have seen in a long while.. | User Comment Submitted by Max on 29 May 2022
Amazing, Amazing! did I say AMAZING! | User Comment Submitted by DJ Gruby on 29 May 2022
An instant classic! Hats off! | User Comment Submitted by Jason Page on 29 May 2022
Just stunning in every way. Technically, sonically, graphically, and just purely how well executed everything was put together. Easily 10. Would have given higher. | User Comment Submitted by Oswald on 29 May 2022
arise my heroes, thank you guys, I was just sitting and smiling while watching, with a tear in the corner of my eye :) | User Comment Submitted by Burglar on 29 May 2022
fantastic demo from Arise, best one in the entire compo for sure! | User Comment Submitted by wacek on 29 May 2022
@Jammer you are probably right on all the things yoi wrote. | User Comment Submitted by Jammer on 29 May 2022
@wacek as much as I see E2IRA clearly a winner prod and I'd be probably salty as fuck afterwards in your position, your summary is needlessly speculative 馃槈 | User Comment Submitted by Remdy on 29 May 2022
thanks guys, that was a blast, wondered if it was mega64. voting in polish parties is always a joke... | User Comment Submitted by kenchis on 29 May 2022
Just wow!
Great ideas and sometimes i felt, that this can never be a C64 demo effect. | User Comment Submitted by wacek on 29 May 2022
Oh come on, everybody stop pretending you don’t know what happened. You know exactly what happened. It needed 2 among 10+ Samar members voting 4 or less on this demo and 9 on their unfinished, unreleased demo to make this happen. 3 of us Arise guys that worked on this demo did not vote for the demos at all to keep it fair. Of course you will never know who did it, because the votes will remain nonpublic. Where is the mystery? ;) | User Comment Submitted by Brush on 29 May 2022
I don't know what went wrong with the voting at the party but if you judge the amount of applause - this demo won by acclamation. Superb work guys! Wacek, in your coding career it's certainly Opus Magnum. And i sincerely hope you will outdo yourself many times. Perfect linking and a soundtrack that moves the whole room. I'm a fan. Or a groupie :) | User Comment Submitted by Puma on 29 May 2022 User Comment Submitted by Joe on 29 May 2022 User Comment Submitted by psych on 29 May 2022 User Comment Submitted by Dymo on 29 May 2022
amazing stuff.. a really fine production, made my morning :) | User Comment Submitted by Paladin on 29 May 2022
What a great production, I loved it! I enjoyed this one every bit as much as Partypopper released in Arpil. It's been a slow year for multi disk demos so you all decided enough was enough and came guns blazing, kicking the damn door down! Hopefully you woke a few of the other demo groups from hibernation with this one ;) | User Comment Submitted by El Jefe on 29 May 2022
What Xiny said!
Awesome walking/stepping cube! the vector cube part on disk A cries for joystick-control. I love this demo! | User Comment Submitted by Båtsman on 29 May 2022 User Comment Submitted by KAL_123 on 29 May 2022
Wow super demo. Especially the lightcasting-ball and this moving picture with the skull and tentacles stayd in my mind. Music is also very good, hope the SID's will come soon. Top work! | User Comment Submitted by Slajerek on 29 May 2022
My 1 from the compo!! Great design, perfect timings. | User Comment Submitted by Xiny6581 on 29 May 2022
What an amazing demo! Totally 10/10.
Great design and music, super sweet code and graphics. | User Comment Submitted by katon on 29 May 2022 User Comment Submitted by Pajda on 29 May 2022
Number one of this party for me. Amazing design, effects and magic of Jammer's music. Congratulations guys, have a great job | User Comment Submitted by Mixer on 29 May 2022
Damn fine demo. Amazing effects, the fpp on side B is very nice, and the creature terrifying. Quite percussive soundtrack overall. | User Comment Submitted by Smasher on 29 May 2022
pls remember to upload the 4th diskside.
erm... amazing demo!!! :) |
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