Released At :
The Party 1997
C64 Demo Competition at The Party 1997 : #2
SIDs used in this release :
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Submitted by 4gentE on 7 August 2022
|This is so good. Thanks @Joe and @Jammer. Thanks to your recent comments here I got to download and see this great demo.
Submitted by Joe on 5 August 2022
Submitted by Jammer on 5 August 2022
|9.2 for this gem is nothing but a joke ;)
Submitted by HCL on 23 April 2022
|My old comments seem to have vanished, but anyway..
Graham is the king if vectors still unbeaten. He was so ahead of his time, noone really had a clue what he was doing. I just read the scroller in the plotter-part that he had showed many of the parts to people long before release, but noone had yet stole his ideas.. just wonder why :).
If you want to learn about how to do 3D-vectors on the c64, then simply check out all demos by Graham. He pretty much did everything you would ever want to do, and he did it around 1995-2000, and with better accuracy that you will probably have.
My own 3D routines are all just bad remakes of Grahams original effect. I may have optimized away some cycles, and added some design, but the core ideas of how to do stuff was invented by Graham decades ago.
Submitted by Krill on 25 July 2020
|The Wolfenstein part plays at perfectly smooth 50 FPS on Ultimate64 with TurboEnable bit ($d030) + 48 MHz.
True eyecandy. =)
Submitted by Krill on 2 October 2018
|Wertstahl: I have copied the approach in a part of +H2K and sped it up slightly. This only involved optimising the matrix rotation routine a little further, plus taking advantage of more available memory for the unrolled code.
I did not straighten up the memory access patterns to the rotated coordinate system's matrix values, though - that would require folding the dot objects into the unrolled code such that rotated final coordinate values can be re-used on a per-register, intermediate result basis.
So yeah, there might be some room for further improvement. (Judging from hazy memory here, i haven't looked closely at this stuff for almost 20 years.)
Submitted by ws on 13 September 2017
|i have been watching memory readout stuff with ICU64 alot, and this demo has some very interesting beautiful but seemingly irrational memory readout behaviour in the vectordots part. is there probably room for speedup? - ace demo anyways!
Submitted by Krill on 22 March 2013
|Of course many of its routines have been "upped" since then, if only because there are fewer constraints in a non-onefiler. Yet this remains an all-time classic and one of my favourite demos, it's just so well-crafted in every way.
Submitted by Britelite on 23 November 2012
|Still one of my favourite singlefilers.
Actually took me ages to get the "wordplay" in the title =)
Submitted by enthusi on 22 November 2012
|Probably Graham simply does not feel sufficiently challenged these days?
Submitted by Oswald on 22 November 2012
|looking back now, this was quite ahead of its time. anyone upped any of these routines so far? unbeaten!
Submitted by TomoAlien on 8 November 2011
|Multiparter full of content in such a small size... and it's full of coderpr0n. Also 1997... Seriously, this is totally sick!
Submitted by null on 28 December 2007
|the main music gives me shivers all over, every time I hear it. That means it's a good tune.
Submitted by Darkus on 24 May 2007
|Love the music and routines! I think I first watched this back in 1999 on TMR`s C64 at Dejavu party. So very impressed at the time and still the same feeling today.
Submitted by Mirage on 7 November 2006
|first demo i tried to run on my psp, because it didn't have proper drive emulation yet at the time... because of that it's a great demo for me :)
Submitted by Jucke on 6 November 2006
|Kickass demo. By the time it came out I had quit the scene and was kinda bored with c64 demos in general. Someone sent me this on a disk, and after seeing it I was like.. "ok, c64 demos are worth watching afterall." (:
Submitted by BastetFurry on 11 October 2005
|Now i want a Wolf3D Clone for my 64.
Not inside a demo but as a real game where i can shoot something and try to find an exit ^.^ Definitly 10 of 10
Submitted by Ninja on 15 February 2005
|I second Jack that it should not be too hard to tell the difference. Still, most of us are damn lazy and just "Doom" is so much faster to type :) Back to One-Der: Really, a _very_ good demo!
Submitted by JackAsser on 15 February 2005
|Hehe, I guess those 9/10 people then never have tried stairs and elevators. I mean, if you place wolfenstein side by side with Doom then most people recognizes the graphical differences I think, it's just that the memory fools them.
Submitted by Krill on 15 February 2005
|it takes a good piece of insight into coding to tell apart a wolfenstein engine from a doom engine, i guess that 9 out of 10 people (even those i-want-doom64-now-people) cannot tell the difference. =)
Submitted by JackAsser on 14 February 2005
|Yeah! Truly an excelent masterpiece, although funny how people cannot see the difference between a Wolfenstein-clone and a Doom-clone... :D
Submitted by Richard on 14 February 2005
|This is an excellent demo. Stunning effects and great music. I love the part where the Oxyron logo uses some nice blue blending effect. How did they do that. The DOOM part was also clever, to find the end of the demo.
Submitted by Krill on 12 February 2005
|"at older times?" WTF, this is an all-time classic.
Submitted by Optimus on 29 February 2004
|This was one of my favoritest C64 demos at older times. I really like the gouraud and the 3d dots (which can both be controlable) and especially the wolfenstein 3d engine at the end. Fanta's tune is one of my favoritest.
Submitted by Steppe on 1 February 2004
|I still can't believe how all these effects can fit into 50 KB! ABSOLUTELY AMAZING, especially the playable DOOM clone at the end of the demo.
Fanta's soundtrack is also purest ear-candy, surely among my all-time TOP10 demo soundtracks.
Check it out, this one is a must!
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