Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
  You are not logged in - nap
Waves 16k   [2018]

Waves 16k Released by :
Desire

Release Date :
8 December 2018

Type :
C64 Intro

Released At :
Intro Creation Competition 2018

Achievements :
C64 Demo Competition at Intro Creation Competition 2018 :  #33

User rating:********__  7.6/10 (44 votes)   See votestatistics
*******___  7.4/10 (19 votes) - Public votes only.

Credits :
Code .... Heaven of Desire
Music .... No-XS of Desire, House Designs, Toondichters
Graphics .... BokanoiD of Desire


SIDs used in this release :
Waves Intro(/MUSICIANS/N/No-XS/Waves_Intro.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Mr.Ammo on 13 January 2019
The scroller bugs on real hardware. It shows garbage in the charset where one expects spaces. The garbage is gone when I fill the RAM with $00 before loading and running the intro.
User Comment
Submitted by B3L4 on 13 January 2019
Kinda sad to see top half empty but otherwise cool one.
User Comment
Submitted by Heaven on 12 January 2019
@Compyx

there is the charset for the scroller :D and the scrolltext that's the eason why it is so short scroller ;)
User Comment
Submitted by ChristopherJam on 12 January 2019
Sweet. Nice colours in the logo too.

The minorest of missed opportunities though; the animation is *almost* in time with the music; there's a half beat every 12 frames, and a new animation frame every 10-14. Do you have enough RAM left to triple buffer?

I do like the overall composition; the blank upper half of the frame works well for me.


Oh and speaking of the music, it's pretty ace. Happy to leave that one running while I try and get some work done this afternoon :)
User Comment
Submitted by Compyx on 12 January 2019
What happened to the top half of the screen?
User Comment
Submitted by Heaven on 11 January 2019
thx all...

positions of vertices are precalced (boooh ;)) but fractal lines not... they are called and rendered each frame...

but Bitbreaker et al will beat that some day :D.
User Comment
Submitted by 0xDB on 10 January 2019
I probably lack the mathematical background to fully appreciate what's going on there but I like it nonetheless. Looks like it repeats the same sequence of wave states though, so maybe it could be sped up quite a bit with pre-calculated data?
User Comment
Submitted by Didi on 6 January 2019
Yes, relies on not initialised memory for space character.
User Comment
Submitted by spider-j on 4 January 2019
Nice effect, but scroller seems to rely on zero initialised memory (?) ... at least it shows strange chars instead of space with AR/RR here.
User Comment
Submitted by ws on 11 December 2018
Looks very nice, but uses mem from $0801-$5bfe, which is a pity because $0400-$1f00 looks totally unaccessed after the prg has launched..
User Comment
Submitted by Digger on 9 December 2018
Looks really good in VICE's warp mode :)
User Comment
Submitted by Heaven on 9 December 2018
I have copied the do_fractal main part in the release forum.
User Comment
Submitted by Jammer on 8 December 2018
Cool fractal :) I miss something in upper part of your screen.
User Comment
Submitted by TheRyk on 8 December 2018
yeah koronis and fractalus are exactly what it reminds me of
User Comment
Submitted by Heaven on 8 December 2018
If you might wonder why it’s so slow... well... the fractal line nature is recursively called and based on Carpenter released around 1980s at SIGGraph and based on midpoint displacement while edge displacement is based on some V and C flag trickery.

Rescue on Fractalus, Eidolon and Koronis Rift work similar but Charly’s Implementation there works different but based on Carpenter’s work, too. RoF can “just” generate 16 types of lines (characteristics) while the algorithm I used can generated 256x256 types. Research is based on Popmilo and was first used by me on Atari 800 in Arsantica 2 and later in Arsantica 3 etc.

The C64 implementation here is adapted for the slow CPU. ;)
User Comment
Submitted by Joe on 8 December 2018
Sweet fx!
User Comment
Submitted by GH on 8 December 2018
Great stuff code 'n Soundswise!
@No-XS: Lead notes are a bit... "ordinary" ,D
@Heaven:
Because Waves64k is coming up? ;)
User Comment
Submitted by Heaven on 8 December 2018
There is a reason why there is nothing on top half ;)
User Comment
Submitted by TheRyk on 8 December 2018
effect is cool, points to improve:
- silent beginning and music starting without any clear reason while visuals are already shown and runnning for a few seconds
- some action in upper half of screen?
User Comment
Submitted by Heaven on 8 December 2018
updated file... forgot the rule "exit on space"...
Search CSDb
Advanced
Navigate
Prev - Random - Next
Detailed Info
· Summaries
· User Comments (20)
· Production Notes
Fun Stuff
· Goofs
· Hidden Parts
· Trivia
Forum
· Discuss this release (29)
Info on other sites
· demozoo.org
· Pouët
· YouTube
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: 0.088 sec.