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Soy un Delincuente [2013] |
AKA :
SUD
Released At :
Syntax 2013
Achievements :
C64 Demo Competition at Syntax 2013 : #1
Credits :
Code | .... | Conjuror of Onslaught, Vandalism News Staff |
Music | .... | Adam of Onslaught |
Graphics | .... | CONS of Onslaught, Tristar & Red Sector Inc. |
Design | .... | Conjuror of Onslaught, Vandalism News Staff |
Text | .... | Jazzcat of First Blood Entertainment, Onslaught, Onslaught-Antiques, RGCD, Vandalism News Staff |
Linking | .... | Conjuror of Onslaught, Vandalism News Staff |
Loader | .... | SounDemoN of Church 64, Dekadence, Onslaught |
Help | .... | A Life in Hell of Duck and Chicken |
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
Summary Submitted by Conjuror on 17 November 2013
As a lot work went into the demo, so I thought Id make some notes on what went into each part.
The demo started with a few pictures from CONS and as the theme expanded Adam provided the SIDS to fit, then more pictures from CONS. Both the graphics and music inspired the effects and timing of the demo.
The work by CONS and Adam is truly amazing and I take full responsibility for the faults in the demo. A special thank you is extended to ALIH who helped me fix some major bugs at the party and to Style for listening to me explain a problem which I then solved.
So per part here is a summary of the effects created:
1. The fade in is an alternate line by line screen hide
2. The credits swipe in and out using hires chars, with sprites for anti-aliasing.
3. Logo part consists of bitmap fader and colour ram flickers. This is the loader part for the checkerboard.
4. Checkerboard uses 16 bit accuracy zoom with overlays. Vertical overlay fills in using a previously generated checker texture (there are 2 buffers to use) and colours are added per line to save cycles. Horizontal overlays are chars and colour ram but only on the boundaries of the columns are drawn, once again to save time. The scaling and drawing of the checker texture is thread between the raster splits (d018,d021) to make use of the display area rather than wasting the time on delays.
5. Onslaught logo uses sprites swinging into place which are copied to chars with a simple from center wipe to finish. This is of course a major loader part.
6. The 4 screen high picture uses characters so I could get the fast movement. There are 8 character sets in 2 banks (which added to the complexity of the char map drawing code which must change buffers part way through at various positions). The rasters splits are calculated from from a sliding window taken from the picture.
7. The face fill is hires sprites using a mask map. More loading is done here.
8. Fully dynamic sprite stretch dypp tunnel with clipping. Smaller and smaller lines are written to a buffer which is copied to 10 different sprite groups. $d018 is used to select the sprite pointers to use and generate the tunnel shape vertically.
9. Extended background colour char level fire using dithered chars which rise and fall with the music.
10. Final part was a bitmap fader with sprite overlay upscroller |
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