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Sixteen.Flare   [2013]

Sixteen.Flare Released by :
Cascade [web]

Release Date :
19 December 2013

Type :
C64 One-File Demo

Website :

Released At :
Christmas Fun Competition 2013

Achievements :
Mixed Competition at Christmas Fun Competition 2013 :  #6

User rating:*******___  7.1/10 (14 votes)   See votestatistics

Credits :
Code .... Monte Carlos of Cascade
Music .... Duck LaRock of Camelot
Graphics .... Zeldin of Cascade

SIDs used in this release :
Deadeye Jedi(/MUSICIANS/D/Duck_LaRock/Deadeye_Jedi.sid)

Download :

Look for downloads on external sites:

User Comment
Submitted by Jak T Rip on 3 January 2014
Hmm, the new screenshot MAKES me curious.
User Comment
Submitted by iAN CooG on 23 December 2013
make a demo about it!
User Comment
Submitted by Oswald on 23 December 2013
ldy $act_angle_offset ;zp
lda palette+act_radius,y
ldy $act_angle_offset ;zp
ora palette+act_radius,y
sta scr
User Comment
Submitted by N3XU5 on 20 December 2013
awesome production ...
the flare looking amazing and music as well as the cascade logo rox! =)
User Comment
Submitted by Bitbreaker on 20 December 2013
Next step, sort the code chunks by ldx $xxxx,y so every ldx needs to happen ony once per address :-)
User Comment
Submitted by Monte Carlos on 20 December 2013
Ok, i peeked into the said address. Seems to be a bug in my speedcode generation routine. If it had worked as desired it should have tracked this.
User Comment
Submitted by Bitbreaker on 20 December 2013
I meant for e.g. those numerous ldx $3140,y that you can find @$9035 :-) A check on final address might maybe more appropriate here to avoid such multiple loading of x with the same value?
User Comment
Submitted by Monte Carlos on 20 December 2013
The unneccesary ldx are optimized out during speedcode generation. The routine checks for equal radians, equal angle of neighbor pixels.
You need an offset for angle and radius. With your code you cannot store it for every pixel in the operands.
User Comment
Submitted by Oswald on 20 December 2013
nice, but why is the speedcode under optimized?

ldy $00
lda palette,y
ldx $00
ora palette,y
sta screen

calculate doublesinus into zp.


(could use both Y and X & avoid reloading if not necessary)
User Comment
Submitted by Shine on 20 December 2013
NICE !!! :)
User Comment
Submitted by Monte Carlos on 20 December 2013
Somebody uploaded a new screenshot which i think reveales too much and spoils curiosity. ;-) however.
User Comment
Submitted by Dr.j on 20 December 2013
Awesome ! great to see Cascade back in the scene , btw very good logo sprites
User Comment
Submitted by Yogibear on 19 December 2013
User Comment
Submitted by STF on 19 December 2013
Nice one !
User Comment
Submitted by Digger on 19 December 2013
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· User Comments (15)
· Production Notes (1)
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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.
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