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1bir (1 Block Interactive Raycaster)   [2013]

1bir (1 Block Interactive Raycaster) Released by :
Crescent [web]

Release Date :
20 April 2013

Type :
C64 256b Intro

Website :
http://www.youtube.com/watch?v=JxS0_ckSwqk

User rating:**********  9.8/10 (38 votes)   See votestatistics
**********  9.8/10 (17 votes) - Public votes only.

Credits :
Code .... Wisdom of Crescent
Music .... Wisdom of Crescent


SIDs used in this release :
Retrochild(/MUSICIANS/W/Wisdom/Retrochild.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Jak T Rip on 5 July 2013
Erm... erm... I am seriously lacking words... UNBELIEVABLE!

Also the music in the note is awesome.
User Comment
Submitted by Wisdom on 15 May 2013
1bir hit the Slashdot frontpage as of this evening. :-)

Here is the exact link to the story:

http://tech.slashdot.org/story/13/05/15/1913222/interactive-ray..
User Comment
Submitted by Wisdom on 4 May 2013
Added a YouTube video for those lazy ones. :-)

http://www.youtube.com/watch?v=JxS0_ckSwqk
User Comment
Submitted by Krill on 27 April 2013
Thanks for the source!
User Comment
Submitted by Mr Wegi on 24 April 2013
@Skate sorry. It was completely unintentional. Your nickname mistakenly associate me with something else. I corrected it.
User Comment
Submitted by Skate on 24 April 2013
@wisdom: thanks for the source code.

@Mr Wegi: how come you write both my handle and my product's name wrong? :)
User Comment
Submitted by Wisdom on 23 April 2013
One small correction to one of the comments I wrote in the source:

"cast 40 rays for each screen column" was actually supposed to be "cast 40 rays, 1 for each screen column", of course. Thanks God, I am not shooting 40 rays per each column, really. :-)

Also, thanks JackAsser, I didn't think of it, nice one.
User Comment
Submitted by JackAsser on 23 April 2013
Lovely! And thanx for the nice source. Wanna shave 2 bytes? Then get yourself a new sign-extender. From the top of my head:


lda #$80
cmp steps,x
adc #$7f
User Comment
Submitted by chatGPZ on 23 April 2013
for once this is a source that has comments decent enough to be useful - a bunch of people around here can learn a lot from it =D
User Comment
Submitted by Wisdom on 23 April 2013
Uploaded the source code as a separate download. Please note that this file only include the source code, and not the binaries.

Very thanks to Nightlord, Xiny and Wegi for their comments, and once more to everybody else who took their time to give some feedback. You guys really made me happy, I need to say. :-)

Thank you!
User Comment
Submitted by Mr Wegi on 23 April 2013
What WHAT? Without looking at the code. If you do that then you are great :) It is so great that I simply no words. It is as epic as Skate Rottoprojo64 256b. It really is - unbelievable. Big respect Wisdom - 10/10
User Comment
Submitted by Xiny6581 on 23 April 2013
This is awesome! Both codewise and playwise. I could imagine play a full game like this with music and the whole package. Amazingly, no matter what :D
User Comment
Submitted by Nightlord on 23 April 2013
this is just insane! no way no how! mind blowing shit!!!! incredible!!! i am out of words...

Wisdom has always been one of the best coders I have known. But even knowing how good he has always been didn't prepare me for this insane achievement.

The best scene prods are the ones that inspire you to make prods yourself. I had silently watched the 256b/4K categories for years with little interest in making one myself (Krill's Artefect was an exception). 1bir is the first 256 that ever made me go "hmm I'd like to try my hands on some 256b magic". Obviously I can't do something like 1bir :)

Crescent roxxors!!!!!
User Comment
Submitted by iAN CooG on 22 April 2013
I personally replaced the ugly patched kernal in ccs64 (it's a rev2 with replaced lda $d021 with lda $0286 anyway) with rev3 from vice, for the few times I should use it. I never understood why the ugly hack instead of using a normal rev3.
User Comment
Submitted by Wisdom on 22 April 2013
Groepaz, I did not like this fixing matter myself, as I agree it is the emulator's responsibility. I do not have a REV1 KERNAL, so perhaps it is as you say a general problem with this revision. I am just expecting AR to have $D8 on return from calling screen initialization at KERNAL (down somewhere $E518), which "normally" calls $EA24 at the exit and sets $F3/$F4 ZP pointer, and AR to $D8. This does not happen with the revision in CCS64, so it messes everything up, as the code depends on screen row address table in ZP to have $D800 hi-bytes, instead of the usual $0400.
User Comment
Submitted by chatGPZ on 22 April 2013
CCS64 still comes with a weirdo patched kernal, which is a mix from REV1 and REV3 - i wouldnt create programs specifically taking care of it (fix the damn emu instead).
that said, your code simply may have problems with REV1 kernal in general?
User Comment
Submitted by Wisdom on 22 April 2013
Added a version for CCS64. This file does not contain the original binaries, just the modified ones for CCS64. Apparently, CCS64 uses a modified KERNAL and some routines do not behave exactly as in the stock KERNAL. As 1bir depends on some values returned by KERNAL, a workaround was needed.

I will also upload the source code soon. It is not something complex, but I thought it would be better to clarify some points with comments.

Once more, I would like to thank you all, whoever gave much appreciated feedback in any form such as comments, likes, votes. The last couple of days of my life was really among the best, thanks to you all. I have done many things in life profesionally (in technical manner) and I got appreciation for some, personal satisfaction for others. But nothing could compare with what I received for this small demo. Strange, but true.

Hearing comments from such coding legends like Glasnost, Cruzer and Axis was really huge for me. Thank you mates.

Also thanks for your sweet celebrations in Turkish and whoever took their time to write a comment here or contacted me elsewhere. :-)

Lastly, I want to send my greetings to Bliss (Ibrahim Gumus). I forgot to write it in the note file, so here you go. :-)
User Comment
Submitted by algorithm on 22 April 2013
evet, bu gerçekten 256 bayt için mükemmeldir :-)
User Comment
Submitted by Shine on 22 April 2013
çok güzel !!! :)

do NOT run with CCS64 3.9 :( VICE is fine ;)
User Comment
Submitted by Axis/Oxyron on 22 April 2013
Unbelievable! Is there a sourcecode release for this? I think, we could all learn something from that.
User Comment
Submitted by Killsquad on 22 April 2013
Agree with Cruzer. This is very impressing for only 256 bytes. Great work! Now I'm really looking forward to the 64kb version in a demo ;).
User Comment
Submitted by Cruzer on 21 April 2013
Fantastic! Of course butt-ugly and slow, but that's ok for 256b. It's incredible that it's even possible.
User Comment
Submitted by Oswald on 21 April 2013
I'm sorry, but I can not tolerate uglyness and slowness even if the size is small. There has to be a line. I tried to like this but its much slower than I expected for no textures and 8x8 pixels, the fisheye bug is terrible, and almost impossible to orientate myself in 3d. I like you wisdom from the good old irc times, but I cant like this sorry. however I like the time & hacking invested if I may say this after all this. :)
User Comment
Submitted by Fresh on 21 April 2013
You must be kiddin'... Straight 10!
User Comment
Submitted by Glasnost on 21 April 2013
So so well done!
User Comment
Submitted by Wisdom on 21 April 2013
You guys really made my day! Thank you all for your comments! :-)
User Comment
Submitted by Conjuror on 21 April 2013
I've been impressed by some 1k js effects recently and was thinking, no way could the c64 do the same, but here I am proven wrong and amazed to see something like this in less than a 1/4 of that. Great work!
User Comment
Submitted by N3XU5 on 21 April 2013
very nice
User Comment
Submitted by Norvax on 21 April 2013
Wow!
User Comment
Submitted by NecroPolo on 21 April 2013
How the...? :O

Jawdropping! 10/10
User Comment
Submitted by The Phantom on 21 April 2013
This is great. I recently went back in time and played a game that I was so addicted to.. It was Double Dungeons on the turbo gfx 16 (pc engine).
While playing, I was curious if it would be possible to bring it over to c64, this shows me it's possible.

Great work.
User Comment
Submitted by Skate on 21 April 2013
that really fits my 3d effects in 1 blocks taste. straight 10/10.
User Comment
Submitted by Zyron on 21 April 2013
W0W!!
User Comment
Submitted by Burglar on 21 April 2013
254 bytes? you must be bullshitting us

un fucking real
User Comment
Submitted by Yogibear on 20 April 2013
Nice production for so few bytes!
User Comment
Submitted by Viscid on 20 April 2013
This is sick! ;) Great idea and execution.
User Comment
Submitted by endo on 20 April 2013
Fantastic!
User Comment
Submitted by Nemezis on 20 April 2013
Amazing! :) IMHO higher rotation angle per click could look better / faster
User Comment
Submitted by bugjam on 20 April 2013
Niiice!
User Comment
Submitted by Hydrogen on 20 April 2013
Simply amazing!
User Comment
Submitted by Wisdom on 20 April 2013
Thanks guys! :-)

Timo, finally I got it out. :-)

TLR, yes, in the kernal. :-)
User Comment
Submitted by abaddon on 20 April 2013
Good work, Huseyin! :)
User Comment
Submitted by TheRyk on 20 April 2013
Yeah! \:D/

Now go and use the remaining 255 pages to create PETSCI Wolf3D C64 ;)
User Comment
Submitted by tlr on 20 April 2013
Very impressive! Where am I cruising around, in the kernal?
User Comment
Submitted by Rudi on 20 April 2013
awesome!
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