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Released At :
LCP 2004
Achievements :
C64 Demo Competition at LCP 2004 : #5
Credits :
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
User Comment Submitted by Krill on 18 March 2018
I demand a new demo by ChristopherJam! | User Comment Submitted by Oswald on 6 June 2007
I'm still waiting for some new stuff like this from cristopher, this demo showed huge potentials :) | User Comment Submitted by Tao on 26 September 2006
@sasq: You call *this* "very oldschool"? Haven't you seen any demos from, say 1990?! | User Comment Submitted by CreaMD on 26 September 2006
How come I missed this... !! Faboloozish! | User Comment Submitted by Krill on 12 March 2006 User Comment Submitted by ChristopherJam on 2 August 2004
Oswald:
-yup, it's an escher. TBH, I should have credited http://escherdroste.math.leidenuniv.nl/ for the original video that I then scrolled around and compressed; ran out of time for doing a proper credits section.
-it's single buffered mostly because it takes less than 10,000 cycles to decompress a frame and I frame sync and decrunch from top to bottom so you never see a mix of two. There are 120 frames altogether, displayed at 50fps.
-the last part I ripped the level data from Driller (albeit by playing the game and doing a week of surveying and trig!). It's 100% realtime, and runs about three times faster than the original game.
-Both the julia and the last part could have been a bit faster, but I only just had time to get them working in time. The julia has the tightest iteration I could manage while maintaining 8 bit accuracy (otherwise I'd ditch the SEC!), but the plot is not ideal and I also compute 'outside the circle'. The last part could do with some optimisation on the hidden surface removal.
-Thanks for the compliment!
| User Comment Submitted by Oswald on 2 August 2004
very promising :) is that an escher picture in the endless zoomer part? awesome idea :) although double buffer should have been used, mixing the current and the upcoming frame to hide the depack speed looks ugly. mixes up the nicely converted frames. Or this is a new trick and there are no frames 100% stored just partially ? interesting :) the julia fractal is lightning fast, and at the last part I wonder if its just a rip from the older games, is it precalculated, or is it 100% realtime and self done ? Id love to know the answers :) codewise the best demo from lcp imho. the rest is very weak. | User Comment Submitted by Trash on 2 August 2004
The zoomer alone gave it a nine in my book, the fractal was also cool. ChristopherJam: Please make another release, your code surely could compete with the best. | User Comment Submitted by blackdroid on 1 August 2004
the zoomer did indeed impress, and the quite fast animated julia. | User Comment Submitted by Sasq on 1 August 2004
Very oldskool, Nice zoomer :) |
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