Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
  You are not logged in - nap
BluREU   [2010]

BluREU Released by :
Crest

Release Date :
4 April 2010

Type :
REU Release

Released At :
Breakpoint 2010

Achievements :
WiLD Demo Competition at Breakpoint 2010 :  #1

User rating:*********_  9.4/10 (79 votes)   See votestatistics
**********  9.6/10 (35 votes) - Public votes only.

Credits :
Code .... Bitbreaker of Goldvotze, Metalvotze, Nuance
  Crossbow of Crest
  S.E.S. of Crest
Music .... Jeff of Bonzai, Camelot, Cosine, Crest, Viruz
  Linus of Crest, Resource, Tristar & Red Sector Inc., Viruz
Graphics .... Carrion of Crest, Elysium
  DeeKay of Crest


SIDs used in this release :
Harden Your Horns(/MUSICIANS/L/Linus/Harden_Your_Horns.sid)
Rectumor 8580(/MUSICIANS/J/Jeff/Rectumor_8580.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by KAL_123 on 9 May 2021
Great demo and "Harden Your Horns" tune is in my Top-5 of best SID's ever.
User Comment
Submitted by Steve on 24 October 2018
Crossbow .... Was it a recrack then? :D
User Comment
Submitted by null on 24 February 2016
Just to clarify my vote, I think the tech is good, but the content could have been so much better. And rickrolling stopped being funny or current 2 years before this demo was even released (:
User Comment
Submitted by ThunderBlade on 27 May 2015
IMHO a category 'REU Release' would make sense. There already is a 'SuperCPU' category.
User Comment
Submitted by wacek on 21 February 2014
Once a year someone comes and changes the release type to C64 Demo... and then someone else comes and changes it back to C64 Misc... :)
User Comment
Submitted by bepp on 19 February 2014
What PAL said... why is a REU demo in the same category as regular demos?
User Comment
Submitted by PAL on 31 October 2012
Is this a normal c64 demo? I thought this had to be in other category than normal non expanded c64 demos? OR?

Well... it sure were fun to see this demo at the time it were released... I think it holds great innovation for a c64 production... video movie player of greatness.
User Comment
Submitted by uneksija on 14 October 2012
I got an 1541 Ultimate II this week and saw BluREU today for the first time... Amazing stuff, almost couldn't believe my eyes! I've watched it three times already, and I'll watch it once more before going to sleep :)
User Comment
Submitted by crayon on 4 August 2011
this screen is the perfect idea for graffiti.
User Comment
Submitted by Stan on 26 December 2010
This is an incredible piece of art! So I have a REU at home, currently refurbishing my C64 hardware over Christmas, let's see if I get it run. Love it! thumbs up!
User Comment
Submitted by Heavy Stylus on 8 December 2010
Thanks Linus... but WTF! I was rickrolled again by your sid!! :P

I was wondering if you would be so kind as to release a non-rick version for your fanbois like me? Please ;)
User Comment
Submitted by Linus on 7 December 2010
http://hvsc.perff.dk/MUSICIANS/L/Linus/Harden_Your_Horns.sid ? :)
User Comment
Submitted by Heavy Stylus on 6 December 2010
Wow wow wow wowowowowowow!

I love the music in the main demo part too (not the rickroll!). Is there going to be a proper sid of this track at some stage? It is ridiculously fat and I don't want it to end! ;)
User Comment
Submitted by Perplex on 30 August 2010
Gideon's said that he intend to backport the 2.x firmware to the old 1541U hardware.
User Comment
Submitted by DeeKay on 29 August 2010
Great, now we just need him to include it in the firmware for the old series, too! ;-D Did he say anything about that?
User Comment
Submitted by S.E.S. on 22 August 2010
Regarding the 1541 ultimate 2 (or 1541U-II): I patched the 1541U-II firmware (2.0RC6) yesterday and included loading of REU files. -Edit-: It works! :-)
And it gets even better: Gideon included the patch in the next official firmware version 2.0RC7. So to run bluREU/Crest on your 1541 Ultimate II, just use the official firmware version 2.0RC7 or newer! The firmware is available for download from the 1541U homepage http://www.1541ultimate.net/
User Comment
Submitted by DeeKay on 14 August 2010
The converter is finally out! Including a batch processing option for stuff such as BluREU (Mac-only so far! ;-)

Go grab it:
Mufflon V1.0
User Comment
Submitted by Testa on 28 July 2010
haha.. i am the kind of lamer that didn't know what REU is.. i was totally shocked when i saw this peace of art.... this is it... one of the coolest c64 productions ever...
User Comment
Submitted by S.E.S. on 9 July 2010
I haven't coded the D64 based REU loader yet (and I suppose Crossbow hasn't either) because nobody really wants to load 100 D64 files by hand.

If the current 1541 ultimate 2 firmware doesn't support loading REU files yet, I think someone should add that feature. :-)
User Comment
Submitted by insane on 7 July 2010
Any possibility of releasing the D64 based REU loader?
1541 ultimate 2 doesn't work with 6502-based firmware :(
User Comment
Submitted by DeeKay on 7 June 2010
Paul: sth like that would certainly be possible (even in NUFLI to some extent, though if we used regular modes, we could do some kinda delta compression, fitting a shitload more animation in there!).. But I fear it would be just as boring as Laserdisc Games! ;-D
User Comment
Submitted by Paul Bearer on 29 May 2010
@WVL: I rather had something like Firefox http://www.arcade-museum.com/game_detail.php?game_id=7815 in mind, or MACH 3 http://www.arcade-museum.com/game_detail.php?game_id=8471 ...
User Comment
Submitted by WVL on 25 May 2010
Paul Bearer : Dragon's Lair c64? ;)
User Comment
Submitted by Medicus on 24 May 2010
THE COMMODORE-BALLOON ROCKS!!!
User Comment
Submitted by chatGPZ on 24 May 2010
"last i checked, one single part did not qualify as a a proper "Demo"."

what? lol. check again.
User Comment
Submitted by Paul Bearer on 24 May 2010
This made me think... if you stream graphics/animations like that from the REU, but in standard resolution, couldn't you make a little game with the streamed animations in the background, like the old laserdisk games...
User Comment
Submitted by DeeKay on 17 May 2010
gpz: last i checked, one single part did not qualify as a a proper "Demo", neither did example stuff released on Commodore disks (C= Balloon - first demo ever!)...
User Comment
Submitted by chatGPZ on 16 May 2010
"Yes, and then there's Snata by TMR, we know! ;-) But calling all this a proper demo is debatable."
lol? how is that debatable, ofcourse it is a "proper demo". i find it more debatable wether an animation player is a "proper demo" to be honest :=) and neither is the first either, as oliver stiller/mdg released a reu demo already 1989ish. (which unfortunately seems to be lost in time)
User Comment
Submitted by WVL on 16 May 2010
No, didnt have time yet to compare the sourcecodes, but you didnt remove it on purpose then at least.

Can you confirm the SID player is gone? (you can still browse SIDS though..)

BTW, I have the feeling there has been a mixup with filetypes and that SIDs are being transferred into the REU, just like .reu files..
User Comment
Submitted by S.E.S. on 16 May 2010
When I patched the firmware source, I didn't remove anything related to a SID-player. @WVL: Have you tried comparing the two source trees included in the zip-archive to see my modifications?
User Comment
Submitted by WVL on 14 May 2010
Why was the SID-player removed from the 1541u firmware version? I'm trying to make sense of things but don't really understand why :)
User Comment
Submitted by DeeKay on 4 May 2010
Yes, and then there's Snata by TMR, we know! ;-) But calling all this a proper demo is debatable... Just like there were various demo-like things and single parts (f.ex. in Higher Level ) before Risen from Oblivion, it is still considered the first and only c128 demo...

P.S: We passed the 1000 downloads! Yay! ;-D Weirdly enough, most of it is the .reu-version, not the VICE-snapshot...
User Comment
Submitted by iAN CooG on 3 May 2010
if it's only for that, there is a multicolor bitmap animation demo in the REU demo disk aswell, loads RLE packed frames to REU then plays them in sequence. All in BASIC of course =)
User Comment
Submitted by Rost on 3 May 2010
I think this is not the first REU Demo. I remember in 1989 Oliver Stiller shows me an MDG Demo
with moving MultiColor Pictures and other strange things. For some seconds i was shocked, but then i saw
the REU, everything was Done with DMA Copy. Unfortunately this Demo was never released.
User Comment
Submitted by Sander on 17 April 2010
Nice demo & great use of photoshop filters! ;)
Gotto love the great comments - clash of the ego's, very entertaining!
User Comment
Submitted by The Phantom on 15 April 2010
This demo kicks serious ass! It's always nice to see a new approach.

I loved the rotating commodore symbol.
Coloring was beautiful, logos and all artwork was astounding.

Nice work!!!!
User Comment
Submitted by PAL on 15 April 2010
Just to sum it all up... it is so cool that there are strange people in the world with the same strange passion that I have, the c64. To do stuff on this platform in the year of 2010 is just insane strange and admirable... thumbs up and let us all keep it going because it is fun to do it. That is all... whatever release really deserve a smile because it is just so cool to do it and create something...
User Comment
Submitted by jailbird on 14 April 2010
Wasn't me who was comparing anything to EoD in the first place. Anyway at the moment I have better things to do than to argue about my sweet delicate taste in demos.

I thought that the whole discussion was kinda grounded when you introduced your "it was done like that in EoD so you don't have the right to criticize" argument. But I'm really flattered that some of you actually think that EoD was all done by following the rules from my magic "Do's and Don'ts in Demo Design book".
Of course I'm living in dread on daily basis and looking on HCL's new effects with fear, as they constantly introduce to me new areas of C64 demo design of which I can't have own opinion any more. You can't even imagine my pain, DeeKay, yet you constantly bring up this unfortunate accompaniment of my Booze Design membership, and rub it into my face. You have no sympathy! Oh, the agony, oh the despair! Someone please help me, I can't live like this any more!

Just give us Meet Crest already OK? I promise I'll fap to that at least once.
User Comment
Submitted by Jammer on 14 April 2010
rectumor ftw! \o/
User Comment
Submitted by Valsary on 14 April 2010
Now this is what I call entertainment :) Thumbs up...really enjoyed this one. Considering the comments below, guys, notice this is some kind of wild-demo and i hope you all know how the wild-demos work on the PC scene...let it stay this way. Good to have one on the c64 :)
User Comment
Submitted by notalentcoder on 14 April 2010
Someone needs to build a time machine and send this demo back to 1986. But if we did do that it would alter the time line dramatically. Still I could see living in a commodore computer society.
User Comment
Submitted by WVL on 13 April 2010
Quote:
Here's something to ponder: If JB is neither fapping to Crest Demos nor Booze Demos, it begs the very interesting question: What demos *is* he fapping to? 8)

Ah! Material for a new 'what is jailbird fapping about thread'. But ofcourse there can be no doubt when a hot sexy guy like me is around :)
User Comment
Submitted by algorithm on 13 April 2010
The best the c64 will get for non interlaced video playback via REU without a doubt in this demo. Yes it uses 16mb but a worlds first. nonetheless
User Comment
Submitted by DeeKay on 13 April 2010
Quote:
I am probably more aware than any of you what EoD lacks, the parts of the demo which could be done better in the aspects of dynamic visuals.


Where do you get the idea that EoD is lacking anything? Obviously, people don't really see it lacking in any department! <:-)

Quote:
But then you wouldn't see it for another 7 years. Luckily for you, most of the design and transition was up to HCL.


For some reason, he seems to know what he's doing! 8) People seem to enjoy it, i dunno why! ;-D

Quote:
Yet sir, seems to me that there's still no match for it considering a polished-to-the-bone, aesthetically pleasing combination of effects, sound and dynamism. Beat that with a Crest demo (hopefully on X10), and we'll talk ;)


Oh great, time to whip out the dicks and compare, hooray! 8) But you totally missed the point. That's just what I was saying: EoD is *perfectly fine* as it is, even though in parts it does not follow the oh-so-big "no-nos" you put forth! 8)

Quote:
Btw, since you brought it up, show me one static textual screen in EoD. You aren't seriously comparing a zoomscroller which could contain any friggin text and it still wouldn't be outplaced, with an "OMG hello LOL breakpoint!!!11" static textual screen in the middle of the demo, right?


Dude, you need to make up your mind what you're arguing about. Make your point and stick with it, don't just change it whenever it suits you. Now you claim the problem is that the text-screens are static, while further down the issue you had with it was "explaining the audience every single titbit on separate narrative screens" and complained "And why would a person have to read anything in a demo anyway? It's an audiovisual presentation, not a damn book. Save your witty chit-chat and greetings to the readme file." - which is *exactly* what the zoomscroller and the HCB-explanationscreen in EoD are doing! And it's perfectly fine like that! ;-) I love scrollers and enjoy reading in Demos, and I know many other people do, too! ;-D

FYI: The static text screens are the *only* thing I could do for "narrative" besides playing animation. I tried to get Crossbow to give me some other styling elements (at least i got screen flashes! 8), but I think we both underestimate just how little rastertime is actually left. it's only a handful of cycles per frames, so that even putting in functionality into the player like "skip every other frame" was quite a task!
The static text screens were in there for two reasons: a) we wanted to fill up the 16MB nicely (yes, it *is* completely full, there wasn't space for one more NUFLI frame, but for some text screens!) and b) i did not want to waste a full NUFLI frame just for simple screens. In the end I used the text screens for some contrast to the very colorful animations and to slow down the pace of the demo a bit (yes, i do realize you'd have it run even faster, but i disagree! 8), cause if I didn't it would've been over like a minute earlier - or I would've had to loop stuff longer, which is also a bit boring...

This demo is quite different to regular demos, just like Oswald said. This is simply not your average trackmo, so regular rules don't apply and stuff that's easily done in a trackmo is not possible here... And even if it is, it would've required some more massive coding from Crossbow, who unfortunately was on vacation in Spain when I finished the demo! ;-) Which was quite interesting btw, since before it was always the coder who finished a demo...

Here's something to ponder: If JB is neither fapping to Crest Demos nor Booze Demos, it begs the very interesting question: What demos *is* he fapping to? 8)
User Comment
Submitted by Count Zero on 13 April 2010
AmberREU or something would have been a suitable name. :)

Or bluREUclone?

Just to straighten this out: solder as much RAM as you want to your original Commodore or CMD REU - unless you don't replace the 8726 with your own clone it won't work out.

*headshakes on all the wild guessing and assuming going on - esp. when fueled by the demo creators*
User Comment
Submitted by Linus on 12 April 2010
I agree that the music feels unconnected to the visuals at times, but as said - time wasn´t on our side. I´ve seen only very few screens before doing the music, that might explain a lot ;) I still think that it provides the level of energy needed to carry the demo (unless you use a 6581, that is ;)). You guys still got Jeff´s excellent and sadly somewhat overlooked (or so it seems) intro tune (if I may be so bold to shamelessly promote our own stuff ;)). Rectumor for the win - one of Jeff´s few 8580 experiments.
User Comment
Submitted by Linus on 12 April 2010
Added the 1541u firmware patch sources.
User Comment
Submitted by Burglar on 12 April 2010
imho, this demo is a one-time proof of concept, not to be mistaken with "the new platform for all ur c64 demos".

if people want more powerful hw, they make demos on PC, DTV or SuperCPU or whatever.

doesn't mean we can't enjoy the odd "hw required" demo ;)
User Comment
Submitted by DeeKay on 12 April 2010
Peiselulli: Well, even though the 1541u is very popular, we most likely won't be making any demos that run *exclusively* on it. Right now, it is the only known hardware to run BluREU, but it *should* work on Chameleon and a real beefed-up 16MB REU, too... We just didn't have a chance to try, I'd have loved to try it on a Chameleon prototype on BP, but unfortunately Jens didn't bring any with him! ;-)
User Comment
Submitted by Mace on 12 April 2010
@ Peiselulli: I see no harm in that. I prefer stuff that runs on a real C64 with no third party hardware, but still all other releases are cool as long as they push the limits.
User Comment
Submitted by Mr. SID on 12 April 2010
Just wait for the first Chameleon demos... ;)
User Comment
Submitted by Peiselulli on 12 April 2010
@mace : and the step beyond will be a more customized appl.bin for the 1541u with complex demo effects like full screen texture mapping. Unfortunately this will reduce the C64 to a (bad) graphic card :-<
User Comment
Submitted by jailbird on 12 April 2010
Quoting Oswald
Jb, your complaints are out of context imho. this is not a trackmo. To me it looks like it was designed mainly for one view (the rick roll works only once right?), and for the Breakpoint crowd. (and not for you). The texts are needed to explain the technicals, shot a few jokes, and brag about the stuff. I agree however on the music, it feels unconnected to the visuals.

Damn you and your edits after I answer to you :D
OK fair enough. But I still think it could be done better.
User Comment
Submitted by Oswald on 12 April 2010
Jb, your complaints are out of context imho. this is not a trackmo. To me it looks like it was designed mainly for one view (the rick roll works only once right?), and for the Breakpoint crowd. (and not for you). The texts are needed to explain the technicals, shot a few jokes, and brag about the stuff. I agree however on the music, it feels unconnected to the visuals.
User Comment
Submitted by Mace on 12 April 2010
With this a new world has been opened: the world of REU demos (and probably more IDE64 too?)
User Comment
Submitted by wacek on 12 April 2010
To summarize:
* No one is critisizing the technicals behind BluREU, which were under development for 1 year, as DeeKay said.
* Some people are critisizing the unperfect content of BluREU, which was done in 5 weeks, as DeeKay said.

Now for my understanding, this sounds about right :) I for one would gladly wait another year for something closer to perfection in the content area...
User Comment
Submitted by jailbird on 12 April 2010
@DeeKay: Who's forcing what? I simply told you what I'm missing from this product what would make it much better in *my* god damn opinion.
And trust me here, if it was up to me, I'd ditch half of EoD just for the sake of better flow. I am probably more aware than any of you what EoD lacks, the parts of the demo which could be done better in the aspects of dynamic visuals. But then you wouldn't see it for another 7 years. Luckily for you, most of the design and transition was up to HCL. Yet sir, seems to me that there's still no match for it considering a polished-to-the-bone, aesthetically pleasing combination of effects, sound and dynamism. Beat that with a Crest demo (hopefully on X10), and we'll talk ;)

Btw, since you brought it up, show me one static textual screen in EoD. You aren't seriously comparing a zoomscroller which could contain any friggin text and it still wouldn't be outplaced, with an "OMG hello LOL breakpoint!!!11" static textual screen in the middle of the demo, right?

@Oswald: it doesn't matter if it's a demo, a trackmo or a my-penis-is-biggermo. Make it pleasing to my taste and I'll like it. You and everyone else is fapping to it anyway? Well good for you, but thanks, I'll miss my turn this time.

What I wanted to say in the first place that I think that there are some dead squares in Crest demos and thus plenty of room for improvement. No need to act like I told you your daughter is ugly as hell. As she's not, and most of the people love her natural beauty. Whilst, I'd prefer her with a tad more makeup (:
User Comment
Submitted by HCL on 12 April 2010
@Deekay: I'm sure you know what i mean with "just wired and converted", you are mr. graphical designer rite? Here we have selfmade original screens, we have screens from top10-PC-scene, and some music video from 80's etc. The latter ones don't become more original just because you guys made your own converter, and that's my whole point. Compared to the handmade parts, the music video feels exactly like "just wired and converted". Hope you're ok with that :).

About HCB: omg, never noticed! No wonder then that noone ever used it ;).
User Comment
Submitted by Oswald on 12 April 2010
this is not a trackmo, - where bragging in text screens about anything became lame indeed- , but a totally different animal, which shows of such a _breaktrough_ where bragging in text screens is in place indeed. and the whole show is about showing off the new technical feat, bragging and shocking the audience.. It has nothing to do with the flow and synch and transition stuff you see in trackmos.
User Comment
Submitted by DeeKay on 12 April 2010
Dude, do you ever watch your own demos before criticizing others? Quote Edge of Disgrace: "This is the new standard in zoom scrolling. try to beat this" - "Aesthetically unpleasing and distracting?" I didn't think so either! 8)

And let's not even mention the whole screen where you explain in detail just how HCB works (wrongly i might add, since it's not hires! 8)

Pot/Kettle/black....

And since when do Greetings *belong* in the readme? Did I miss some essential paradigm shift in Demo-Design somewhere along the way?

Sound could have been composed to match the different parts better. But a) there was no time, Linus was moving house when he made the tune, and we started the whole project like 5 weeks before BP and b) Rick Astley is already one "detour" from the regular music style. If we added some disco music and some Lifeforce-Music too, the whole thing would've been one huge musical mess instead of coherent. Oh, i totally forgot: It should've run even FASTER so there would've been 4 different musical styles in 2 minutes! 8) Sounds like a great plan!

You do demos your way, we do it our way, no need to force your style upon others. For some reason, people seem to enjoy both approaches! 8) Oh, the joy that is variety! ;-D
User Comment
Submitted by jailbird on 12 April 2010
@DeeKay: well you really don't have to defend your demo against my very personal taste, but let me explain myself there then.

*I* don't feel that the soundtrack is an integrated part of the demo, or even suits the demo at all. On some places it's just painfully out of place (f.e. the disco part). Basically it just sits there as the parts are going by. Now that you tell me, perhaps some parts are showing up to a change in rhythm or beat? Might be, I'm not sure. Then again, we probably have a different view on syncing as I'm not satisfied with it at all.

*I* think that the flow is too "silent movie" alike. You feel like explaining the audience every single titbit on separate narrative screens, well that's fine with me, but don't expect me to like it as it's aesthetically unpleasing and it's distracting. And what you're trying to sell me as "transitions", are parts of the animations. Which are otherwise just popping one into another out of the big black nowhere.

And why would a person have to read anything in a demo anyway? It's an audiovisual presentation, not a damn book. Save your witty chit-chat and greetings to the readme file.

Once again, this is my very personal look on it. But I'm very nitpicky. Still, I'm happy to know that everyone else is fully satisfied with everything there. And sorry for having my own taste which is for some unexplainable reason, conflicting with yours. :)
User Comment
Submitted by DeeKay on 12 April 2010
Jailbird:
Sorry, I have a feeling you're trying to forcibly drive home a point that just isn't there. Now the demo is not just "mindboggingly slow", but also shows "totaly lack of sync to the audials"?? Err - what??? Are you sure you watched the demo that I spent two days syncing to the audio?? Here's a suggestion: Maybe you should be watching our demos on real hardware instead of VICE, we're not responsible for VICEs lame Audio-delay-issues! 8) I'll admit there's very little sync towards the end (timepressure!), but there's quite a few syncpoints in the first half if you pay attention.

And as for "screens appearing and disappearing without even a single clue of transition", let's have a look: "Meet Crest" has 3 frames, its fade-in four frames. The Credits anim has nine frames, its fade-in six frames, greetings has 3 frames, its fade-in as well, the mushroomcube-anim fades in with 5 frames, the whole Gallery, Walker and "Crest presents" sequences are nothing but one huge transition - though the latter still has its own fade-in transition for the screen, weighing in at 5 frames, and finally Carrion's Afroboxer fades in in 5 frames - Again: What the hell are you on about? 8)
I don't know what you expected, but we definately won't be spending half of our limited framebudget on transitions, this is not a regular demo like EoD, every frame is one full NUFLI picture and it would be a total waste to fill them with just a few lines that scroll around for 5 seconds!

I actually showed BluREU to my mum, you know what she said? "Why is this all so damn fast, i can't appreciate or read anything!" ;-D

Maybe you should focus on something like "it's just video" for your criticism, that's at least something we can argue about! ;-) You're absolutely the only person that ever complained about lack of audiosync, transitions and slow-pacedness in BluREU...

Regarding "Distressing cut scenes": If you mean the GIF-anims: Point duly taken. The GIF-anims were kinda squeezed in there, i would have liked to integrate them better. I still like them in there, first because they take up hardly *any* frames and second they are one bonus element besides the selfmade 3D-Anims, oscillating 2D-Screens (Credits, Meet Crest, Greetings) and the PC/Amiga demoscenes, which adds some visual variety...

HCL: BluREU was simply not designed to be one continuous flow like Rush. If it was, it would be only 62 seconds long! ;-) Also, it would not be a Crest Demo, hehe... And as for "just wired and converted": Meh. We spent about a year designing and optimizing the GFXmode and the converter and some weeks on the dithering tool, also on tweaking and optimizing to find the best approach to conversion. We made *all* the necessary stuff ourselves and did not just simply use some tools other people made. So cut us some slack, willya? 8)
User Comment
Submitted by Jazzcat on 12 April 2010
HCL: my predictions when two groups demonstrating their pace collide in competition at X2010. In the end, if both Crest and Booze compete in the one compo it will leave me a very happy fan of both groups.
User Comment
Submitted by HCL on 12 April 2010
Nice to see so colorful screens animated, but the composition of visuals did't quite do it for me. There are handmade screens (like the one with 2 logos, rotating head, cube-stuff etc) which are all very nice, but then there is the rest which is just wired and converted.

Zum beispiel Rush feels much more like all pieces fit together.

Quoting Jazzcat

#1 Crest
#2 Booze


Don't know where this applies. BD is like #7 or smthn in the "TopGroups" :P.
User Comment
Submitted by Oswald on 12 April 2010
if you ask me Crest makes some of the most stylish demos around, and its nice to take a break from fast paced stuff, I like the laid back Crest style.
User Comment
Submitted by Wile Coyote on 12 April 2010
The rotating Afro head..
the part with the 3D Crest, BluREU logo’s..
the TV box..
were the more interesting animations to appear during the demo.

The audio was excellent.

Didn’t think much of the intro. Sorry.
I found the logo too much to take.
User Comment
Submitted by Jazzcat on 12 April 2010
Jailbird: I guess individual taste applies. I have the exact opposite approach to your generalisation of Crest demos. Interesting how we have different views and how we form them.

X-2010 -- who will win the crowd's affection?

:D
User Comment
Submitted by jailbird on 12 April 2010
@DeeKay: sorry mate I didn't mean to sound disdainful. Hoped that you'll notice the humorous accent of my comment. But obviously - as always, - I failed in reaching my audience.

Might be my personal preference but yes, I'd definitely sacrifice some parts for the sake of (even) faster pace.

Some constructive, honest and respectful criticism then, OK? :)

There are those small quirks and oldschoolish facets which are carasteristic for every single Crest demo and bother the deepest hell out of me just because I'm sure that if they'd be left out or improved upon, it would benefit the end result tremendously.

No-nos in my book:

- monotonous narrative and too verbal approach, this is what makes my mind boggle in the first place ;)
- distressing cut screens which seem really out of place
- total lack of sync to the audials
- screens dissapearing and appearing without even a single clue of transition

But I don’t want to be too opinionated about how you work, let alone trying to teach you anything about motional dynamism in design, Crest knows the trade way better than anyone here in the room. Those are just my two worthless cents, and feel free to ignore it :)

Considering it’s main sake, the demo fulfills its role, it's absolutely fantastic and I was truly amazed. My utmost respect towards your dedication will remain unchanged till the end of time :)
User Comment
Submitted by DeeKay on 12 April 2010
Jailbird: What? "Mindboggingly slow"? Jesus, the demo runs for merely 3:28 and is way too fast near the end as it is!<:-) some of the stuff i planned as loops is only shown once due to timepressure (there was no more music left), so how exactly do you expect me to speed this up? Not show it at all? 8) Krestology yes, but this? Come on!
User Comment
Submitted by Dane on 11 April 2010
Pretty animations. Enjoyable sound.
User Comment
Submitted by Jazzcat on 11 April 2010
Jailbird:

#1 Crest
#2 Booze

Of course that may change at X-2010 right?

:P
User Comment
Submitted by Comos on 10 April 2010
MeatBall: 2mega was max and 16Mega was theoretically,but it should be possible... I'll try somethin when I will return home and have some time...
User Comment
Submitted by jailbird on 10 April 2010
This demo is truly excellent and I loved every bit of it but it still suffers from Crest's syndrome*



*mindbogglingly slow paced C64 related slide show of very pretty things what would literally tear our anuses apart only if its tempo/rate was about 50% higher
User Comment
Submitted by DeeKay on 10 April 2010
Peisel: Actually we did build a solution that used the 1541u SD-IF-Dos to change and mount .d64s.. but since that only works on 1541u, there's now little use for it when we got the firmware! ;-) Loading still takes like forever! There is another means for loading that does not use the 1541u, and that is the MMC64 REU Plugin
You'd need the MMC64 (MMC-Replay won't work, no passthrough expansionport, maybe with one of the rare expansion port extenders!) and a real REU. I don't know if you can extend a real REU to 16MB, technically it should be possible, some guy I chatted to after the compo said "now I finally have a reason to upgrade my REU to 16MB!" ;-) So it should be possible... We'd definately want to hear about anyone that does this, since we couldn't find such a setup anywhere! 8)

P.S: 1541u source will be added soonish!
User Comment
Submitted by Thunder.Bird on 9 April 2010
not the first capture but the first with stereo equipment. -> BluREU on Youtube with STEREOinSID at double-mono
User Comment
Submitted by The MeatBall on 9 April 2010
Can you upgrade a 1764 to 16MB? I thought 2MB was the max, I've got two so if there's schematics for upgrading I'd try it on the one that I've not upgraded to 512KB yet :D
User Comment
Submitted by Peiselulli on 9 April 2010
is here a .d64 version for playing it on a original REU (without 1541u) ? :->
User Comment
Submitted by Comos on 9 April 2010
Perfect work guys! This shows what is C64 really capable of...Time to upgrade my old REU to 16MB :-))
User Comment
Submitted by booker on 9 April 2010
Quoting Groepaz
TMR did exactly that a while ago.

What is TMR's reu demo again?
User Comment
Submitted by DeeKay on 8 April 2010
WvL: It's based on v1.7 from what i know, whatever the svn served some 6 weeks ago or so! ;-) Feel free to incorporate it, I'll get the source from SES and add it!...
User Comment
Submitted by WVL on 8 April 2010
Question : What software version is the 1541u appl.bin based on? Is it 1.7 or 1.6? Can you share the sources for my own version? :)
User Comment
Submitted by Medicus on 8 April 2010
Best REU-demo ever! \o/
User Comment
Submitted by chatGPZ on 8 April 2010
"Can the REU access the bus during the three FLI-bug cycles (like the SuperCPU can) and thus "remove" the bug? If so, add 7 sprites and voilá, a 40 column (M)U(I)FLI mode :-)"

if i recall correctly, TMR did exactly that a while ago.
User Comment
Submitted by DeeKay on 8 April 2010
AmiDog: Dunno. But the FLIbug is great as it is, we already have 2 sprites there, one multicolor, one hires, plus the bitmap (mostly lt grey), so in effect there's a lot more colors possible on a small space (5-6, depending if the bitmap is lt. grey or not, 2 of them hires) than inside the picture (3, one of them hires)! ;-) But I suspect merely setting up the DMA takes too much rastertime already, even if it were possible...
User Comment
Submitted by AmiDog on 8 April 2010
Amazing! Need to try this on the real thing some day :-)

OT: Can the REU access the bus during the three FLI-bug cycles (like the SuperCPU can) and thus "remove" the bug? If so, add 7 sprites and voilá, a 40 column (M)U(I)FLI mode :-)
User Comment
Submitted by Deev on 8 April 2010
I love watching this, it's amazing what can be done on a C64 with (by the standards of today!) a minor upgrade. If I'm being picky, the styles of the parts don't quite fit together, for example you have that awesome image zooming out at the end alongside simple animated GIF converts. That's a minor critsism though, watching this makes me smile!
User Comment
Submitted by Danzig on 7 April 2010
Ihr seid doch nicht ganz frisch in der Birne!!! :D
User Comment
Submitted by DeeKay on 7 April 2010
WvL: You have seen the endpart in CSS, haven't you? ;-) Also, inside the collection, there's two Duce-Pictures that have "Rasterbars" (well, one! 8). No, the converter does not handle these, i had to set all of them manually... which was quite a task sometimes, since quite often all the register switches were already taken! The most annoying part was where the Crest logo is in the rotating head part... And that for every single frame!
Yes, they're switched every 2 lines and inside the screen, so they're offset by 1 pixel... But if you have something that "breaks" the rasterbar (such as the head), you won't notice! ;-)
User Comment
Submitted by WVL on 7 April 2010
Oh, I didnt know that rasterbars were standard ;) Were there any rasterbars in Crest Slide Story? I cant remember.

How is that handled during conversion? Or do you have to do all those manually?

I'm assuming that you can change the color every 2 rasterlines?
User Comment
Submitted by Mace on 7 April 2010
W00t, it's got rasterbars in the sideborder?! Amazing!! ;-)
User Comment
Submitted by WVL on 7 April 2010
It works perfectly on my 1541u+network, and it looks really good. The Rick Astley thing is really annoying though and even more so the 2nd time you watch it.. ;)

How did you handle the 'rasterbars' in the sideborder? Are these done by DMA-ing in a list with colors or is the code updated by DMA?
User Comment
Submitted by McMeatLoaf on 6 April 2010
Jaw-dropping demo! :D
The lens effect in Carrion's pic first had me go "lolwut", and then the rest...

Although it would be wonderful with more effects taking advantage of the REU and less animations, so I wasn't extremely impressed, just very. But still, converting all those animations must have been a quite job.
User Comment
Submitted by Durandal on 6 April 2010
Mind blowing demo! :D

Vice only overwrites the .reu file if you have enabled 'Save settings on exit'
User Comment
Submitted by Ed on 6 April 2010
I Wonder. Playing back the audio the way it is done in the demo, did it some how make the audio quality sharper in any sense? Been playing a lot with buffers (and then writing it back to the sid registers)...

I would like to raise my thumbs for the intro which is very nice.
User Comment
Submitted by Paul Bearer on 6 April 2010
Thanks for the snapshot, now I can start it from my demos Gamebase with a double-click. (I guess a script would also work...) Unfortunately I don't have the hardware to run this on a real 64 yet (hope the Chameleon will be out soon and will be as good as promised)...
User Comment
Submitted by WVL on 6 April 2010
Can't wait to try this tonite on my real machine :) Thanks crossbow :D
User Comment
Submitted by Radiant on 6 April 2010
Obviously a lot of work went into this, and it was a joy being rickrolled after for a second actually believing this finally was "Meet Crest". :-)

I would have liked to see some REU based effects as supposed to "just" streaming animations, like some wicked $xfff stuff in the borders and what not. Very high crowdpleaser factor though, and I guess that pushed it the last way to have it end up before lft's excellent demo. Congratulations.
User Comment
Submitted by comankh on 5 April 2010
jammer, I know - done over hundred vj gigs ... and counting ... ;>
but in this particular example some parts would look better, also proper looping of this swimming tbl-thing itches my eye.
but we have firstie here, and it looks quite polished, no question about that.

anyway, no real h/w to run this thingy here so i'm stuck with emu... i'd be glad to see this on my 1084st :/
and again - running a reu version without mmc or something similar would be pain in the ass, wouln't it?:D
User Comment
Submitted by Jammer on 5 April 2010
well, pingpong looping can be very nicely used if it's timed strictly to the beat or single instruments ;)
User Comment
Submitted by comankh on 5 April 2010
nice wire job, but i must agree with wacek, ping-pong looping looks meh. i'm kinda surprised that pushing so much data (well, its nufli) can go so smooth.

anyway, how many disks it takes to store, and how much time to load from 1541?:D
User Comment
Submitted by Archmage on 5 April 2010
Heeey, where the hell is my credit for the last part? ;)

Seriously, a good job on this you guys, although I stuggle a bit to filter out the anim factor and the fact that it is a bit all over the place visually. Linus' music is good as always, and it is certaily original so thumbs up.
User Comment
Submitted by Linus on 5 April 2010
Added a VSF version. Harden your horns and enjoy!
User Comment
Submitted by DeeKay on 5 April 2010
I have the VSF version now. But how do i add it? CSDb keeps telling me the max filesize is 1MB....
User Comment
Submitted by Hoild on 5 April 2010
For u*ix/linux86/OS X users, commenting on iAN/COOG's tip:
'chmod 444 BluREU_Crest/blu.reu' and there is no way for VICE to corrupt the REU image, whatever order your config args are in.

DK: BluREU works damn fine on my old, VICE v1.20-based, G4-uberoptimized AquaVICE build. No framedrop @ 1/1 frame refresh setting. ;]>
User Comment
Submitted by DeeKay on 5 April 2010
Burglar: Yes, it's actually not that timeconsuming, for say a 45 frame loop it only takes me about 3-4 hours, depending on the content! ;-) I do copy over the colorlayer to the next frame, so i only have to re-color the bits that change... The time needed is nothing compared though to the time of adding the rasters for every frame in the NUFLI editor with that rotating head! ;-)

Jammer: haha, so you did find my "secret" second identity! ;-D
User Comment
Submitted by iAN CooG on 5 April 2010
paul: launch the demo with the commandline i suggested below, save snapshot image before it starts: there, vsf version =)
User Comment
Submitted by CreaMD on 5 April 2010
Awesome quality of conversion. Also thumbs up on editing and arrange. Finally a clean and neatly produced demonstration of C64 with a ram expansion.
User Comment
Submitted by Burglar on 5 April 2010
Quote:
So yes, every frame was individually colored! ;-)

you gotta be kidding me. what timezone do you live in? :P
User Comment
Submitted by Jammer on 5 April 2010
http://images.google.pl/imgres?imgurl=http://www.koolex.net/dee..
User Comment
Submitted by Matt on 5 April 2010
My goodness my gracious!
10000/10!!
User Comment
Submitted by Paul Bearer on 5 April 2010
The readme mentions a .vsf version. Is it available anywhere?
User Comment
Submitted by Skate on 5 April 2010
Amazing stuff. I know this demo is animation but I wonder what can Crest do using SuperCPU + SuperRAM (or REU)? Similar parts in realtime? ;)
User Comment
Submitted by iAN CooG on 5 April 2010
it erases the reufile only if you use parameters in wrong order, try this and it works.
x64 -reu -reusize 16384 -reuimage .\blu.reu BluREU_Crest.prg
User Comment
Submitted by Jammer on 5 April 2010
unfortunatelly, with 16384kb reu enabled, image is also erased. the other way is to enable reu just after starting vice and disable it before closing.
User Comment
Submitted by booker on 5 April 2010
Use Cyberpunx R.Replay for 1541u :)
(typical A Replay can't see REU)
User Comment
Submitted by DeeKay on 5 April 2010
Lubber: all the selfmade stuff was treated with my special photoshop colorizing, which meant converting it to 8 fixed greyscales and then adding another layer for colorizing and drawing in that layer with four VERY carefully chosen colors and then indexing into a slightly modified pepto palette, which maps the c64-colors just like i want them.
All 3D stuff was rendered in greyscale already for this.
So yes, every frame was individually colored! ;-) The only exception being the PC Demo converts (apart from the 2nd reality head, which i just rendered myself using the pic as a texture!)
User Comment
Submitted by Lubber on 5 April 2010
What tools did you use for the Crest-Logo 3D Animation? Blender/3dsmax? The colors are very well c64-chosen, so i was wondering if the color chosing is all part of the converter (which is about time to be released now) or if there is any option to select the rendering palette to 64 colors only (i guess there is at least some possibility to do this in photoshop), so the output rendering was already done in 64 colors
User Comment
Submitted by DeeKay on 5 April 2010
Jackasser: There's some info about this in the scroll! ;-) Yes, there were some obstacles to overcome, such as a wrapping bug at $07ffff in the REC chip and the DMA working the wrong way to DMA directly to the SID registers...
User Comment
Submitted by JackAsser on 5 April 2010
Haha, wonderful! :) Love it!

Are there any code technical details you'd like to share? I mean, it easy to say "hey, it's just an animation!", but I'm sure you had obstacles to code around. What was hard? What was easy? Should I as a coder be impressed by the code? It's really hard to tell! :D
User Comment
Submitted by Hermit on 5 April 2010
It's simply AMAZING & unbelievable!!!!
(If a SuperCPU isn't used for streaming, that is even beyond the limits :)

If there was bigger than 10, I would vote bigger!!!

User Comment
Submitted by The Human Code Machine on 5 April 2010
Really nice combination of anim streaming from a REU and NUFLI! Sorry, but this ist not the first Demo using a REU. Oliver Stiller presented a large multicolor animation in 1988 at a Venlo meeting. Very sad I've never seen it since then. It must be lost...
User Comment
Submitted by Stranger on 5 April 2010
This production means: If you have a ram you have everything. In other words, if you have a enough ram on C64 you can do everything on it. Ofcourse; CresT ppl have to be on earth too with enough ram :)
User Comment
Submitted by Ed on 5 April 2010
Thumbs up for the new standard in c64 animation/reu playback. :)
User Comment
Submitted by Viscid on 5 April 2010
Damn cool stuff, well executed and of course, as always in Crest-Demos, no bugs or compromises. Not too hard to code with REU... I guess soldering 16MB to my REU is more difficult.

P.S. Can you provide the 100% Version via video, too? ;)
User Comment
Submitted by Yazoo on 5 April 2010
this really impressed me when watching it on bptv. awesome!
User Comment
Submitted by wacek on 5 April 2010
Jammer, it could be easily me :) but not because it's an animation - because it has some weak points.

Now technical side aside (;D) which is 15/10, the TBL-strange-thingy-under-water anim is really the one for me that stands out - seamlessly looped and really looks excellent. Can't say the same about the C= animation and the title one (screenshot above), let's be honest - bidirectional looping is just clumsy. I would expect more attention to detail in this area from (no offence) the most nitpicking gfx person in the scene ;) Also IMHO, the Rick Astley bit being extremely funny, the GIF ports (whale & chameleon) are just not, and feel really out of place here.

Now my other question will be who will now give back the props to all the easily bashed "crowd/multimedia/(ot) pleasing" demos from the past? Or is it that some can pull it off, some not? ;)

"My 5 cents" (c) Mr HCL ;) (and please go ahead and flame the f##k outta me ;D)
User Comment
Submitted by Ninja on 5 April 2010
Jammer: That must be me then ;) A bit too much converted demo-parts (I can see why, though), still very enjoyable. I really like the GFX. (And I do wonder if it is really the first REU demo?)
User Comment
Submitted by Jazzcat on 5 April 2010
Awesome!

Also, colors=colours :D

User Comment
Submitted by Jammer on 4 April 2010
now, who's gonna first give it less than 10 because it's anim? :D:D:D
User Comment
Submitted by DeeKay on 4 April 2010
Thanks guys for all the great comments! ;-D All the weeks of hard work really did pay off! 8)
We had to leave out quite a few scenes due to a limited framebudget, those of you that are on BP can come to my table in the far corner of the hall (where the french flag is) and check it out....
User Comment
Submitted by FATFrost on 4 April 2010
er,,, can we have some titties and dragons next time? ;)
User Comment
Submitted by Datura on 4 April 2010
Oohh guys this is a fantastic wild demo! Brilliant graphics, I simply shocked when I see this
User Comment
Submitted by Jucke on 4 April 2010
Ok. Now i seriously regret not going to Breakpoint. This demo must have totally murdered everything else in all compos. (: c64 on steroids! Mutated. Thanks Crest for showing the kids at BP how its done, and what happens when you try to opress the c64 people. My mouth is still open, i think my jaw is locked. Tomorrow when i meet up with my friends and they ask me why I cant close my mouth, i will gurgle.. -"hh..chressht..chhressthh.."
User Comment
Submitted by Zyron on 4 April 2010
Time to change the gradingsystem, a 10 is not enough.
User Comment
Submitted by Slimex on 4 April 2010
I think my jaw dropped so hard, that I need to buy a ticket to the other side of this planet...
User Comment
Submitted by Norvax on 4 April 2010
Awesome. Unbelievable. Seeing such thing on old good c64. A straight 10. Also having chance to meet Deekay in BP2010 where this prod is released was a privileged to me.
User Comment
Submitted by Burglar on 4 April 2010
works fine here (vice 2.2, ubuntu)

I normally don't like things that require additional hardware, but this is different. Excellent showcase of what the converter can do, picture quality is superb. fresh stuff!

whats next? the release of the converter maybe? :P
User Comment
Submitted by spider-j on 4 April 2010
so i finally got a reason to put my 1541u+ into the expansion port again.
User Comment
Submitted by grass on 4 April 2010
Incredible! Fantastic work.
User Comment
Submitted by Broti on 4 April 2010
This is pure mayhem. Awesome! 10/10
User Comment
Submitted by Kristian on 4 April 2010
Damn! Too bad I don't have the hardware to run this at home. Youtube will have to do for now. I suspect it might be shown once or twice at X.
User Comment
Submitted by bimber on 4 April 2010
chapeau bas!
User Comment
Submitted by Oswald on 4 April 2010
congrats guys, the limits are officially reached with REU! :) thank you :)
User Comment
Submitted by Wisdom on 4 April 2010
Simply awesome!
User Comment
Submitted by Jammer on 4 April 2010
something to smash atari with right in the face! :D:D:D
User Comment
Submitted by Zeldin on 4 April 2010
omfg...
User Comment
Submitted by Conrad on 4 April 2010
Wow!!
User Comment
Submitted by iAN CooG on 4 April 2010
plain awesomeness, and it even loops
User Comment
Submitted by booker on 4 April 2010
Ahh, thx for the upload Sascha!!

Straight f0king 10 and I have no questions :D
User Comment
Submitted by booker on 4 April 2010
Youtube version suck ass and half of the demo is just cut.

Upload pleez!
User Comment
Submitted by Richard on 4 April 2010
I watched this demo on YouTube. Fantastic effects, excellent music. Probably the BEST demo of 2010, unless there's something I've missed?
Search CSDb
Advanced
Navigate
Prev - Random - Next
Detailed Info
· Summaries
· User Comments (151)
· Production Notes (3)
Fun Stuff
· Goofs
· Hidden Parts (2)
· Trivia (2)
Forum
· Discuss this release
Support CSDb
Help keep CSDb running:



Funding status:




About this site:
CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.118 sec.