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Released At :
X'2012
Achievements :
C64 Demo Competition at X'2012 : #9
Credits :
SIDs used in this release :
Scrolltext and other text in this release : ()
Download :
Look for downloads on external sites:
Pokefinder.org
Production Info Submitted by ready. on 2 November 2012
So, this demo is finally out! I am very pleased with it and the way I , Agod, Zed Yago, Necropolo and Adam put our forces together. I couldn't ask more from this demo, as it contains some very old parts of code I made when I had less experience and some coded with deeper knowledge of the C64. So there isn't really anything I could improve without re-writing it from scratch.
I started working on it in january 2009, after Crepuscolo, creating the fire part.
Then more parts came: vector-dot, final upscroller (but without border graphics).
Then I finished Aurora 100% and its final upscroller made of upward moving back to back sprites, opened to me a whole new way of coding.
Then X'2010 came, but the demo was not ready for release, so we wisely decided to wait.
After that I started coding a morphing routine (inspired by BIBA 2 morphed face), which I used in the water reflection part and the branches girl part. I also had in mind to implement some jumping balls driven by real differential equations simulating gravity with enegy loss at each ground hit.
Then Agod had a great female face girl picture which I noticed would look just great if shown also on the top and lower borders. To that I added the spiral scroller. Zero-page code and some illegal opcodes speed up the execution a bit. Adam's tune fits perfectly and eats almost no raster time.
Around fall 2011 Agod created a picture with logo with the demo name "Ninfa". So I thought it'be nice to add some flowers, but simple stuff. I also had the idea to open the sideborders and show the flowers there, using (almost) the whole overscan area. But why not have the flowers move indipendently from each other and also cross each other? So finally this ended up as the most complex part of the whole demo. I had lots of sprite flicker problems and I fixed the IRQ scheduler for the sprite multiplexer so many times, but finally it works. I actually re-used some ideas from my thesis about industrial production scheduling for choosing the correct IRQ entry points. The flowers are cleverly choosen so that the sprites with same $d025/$d026 colors may cross each other, while where the multicolors registers are different the flowers can get close to each other but never cross. Except for one flower, but the color change is hardly noticeble, I left it there on purpose to reveal the trick to the ones who look closely.
In the "dream" part, where only a single SID tune is used, from the girl coming up to the branches part, the girl comes up from the bottom sideborder using just sprites, there I recycled Aurora 100% last scroll. Finally this really shows 8 sprites per rasterline moving upward, with badlines, and sprites attached back to back. This might have not been noticed showing just text with blank lines between the rows.
The plasma is nothing special in itself, but it is my first plasma release.
For the "dream" part, Necropolo did an outstading job by providing a great tune which follows the demo flow.
Then we decided to extend the final upscroller girl to the top/bottom sideborders and I must say it looks great! I updated the old code for the scroller to run in the zero-page to scroll faster.
I also had in mind a better fading to the Ninfa logo and girl if disabling VSP (see hidden part), but I just didn't have the time for it.
For the meaning of the demo, please refer to the last uploaded D64 imge containing the demo+note.
Thanks to all of you for watching this production! | Production Info Submitted by Almighty God on 29 October 2012
Intro coding by Yago/Ready. The whole code in the demo by Ready.
Music in spiral up scroll by Adam Morton. Rest of the music in the demo by Necropolo. |
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