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Fantasmolytic   [2015]

Fantasmolytic Released by :
Censor Design [web], Oxyron [web]

Release Date :
20 June 2015

Type :
C64 Demo

Released At :
Nordlicht 2015

Achievements :
Mixed Demo Competition at Nordlicht 2015 :  #1

User rating:*********_  9.4/10 (95 votes)   See votestatistics
**********  9.7/10 (40 votes) - Public votes only.

Credits :
Code .... Axis of Arsenic, Censor Design, Oxyron, Stonehead
  Bitbreaker of Arsenic, Nuance, Oxyron
  Bob of Censor Design
  Peiselulli of Arsenic, Oxyron, Tristar & Red Sector Inc., VICE Team
  Swallow of Censor Design
  The Human Code Machine of Masters' Design Group, Oxyron
Music .... GH of Toondichters
  Linus of Artstate, Camelot, MultiStyle Labs, Oxyron, Resource, Viruz
  LMan of MultiStyle Labs, Oxyron, Remix64.com
  Magnar Harestad of Censor Design
  Swallow of Censor Design
Graphics .... DeeKay of Crest, Oxyron
  Joe of Artstate, Censor Design, EXclusive ON, Hoaxers, Wrath Designs
  NiM of Censor Design
  Yazoo of Arsenic, Censor Design, Oxyron
Linking .... Bitbreaker of Arsenic, Nuance, Oxyron
Loader .... Bitbreaker of Arsenic, Nuance, Oxyron


SIDs used in this release :
Fantasmolytic (tune 1)(/MUSICIANS/M/Magnar/Fantasmolytic_tune_1.sid)
Fantasmolytic (tune 2)(/MUSICIANS/S/Swallow/Fantasmolytic_tune_2.sid)
Fantasmolytic (tune 4)(/MUSICIANS/L/LMan/Fantasmolytic_tune_4.sid)
Summer BBQ Oppression Olympics(/MUSICIANS/L/Linus/Summer_BBQ_Oppression_Olympics.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


Summary
Submitted by Bob on 29 August 2015
Some Tech notes! ;)
Wavy scrollers:
Color Cycle scroller using VSP and a Y-stretcher. The code of this part uses 3 different patterns that it swaps between. The code has been rewritten from scratch and uses much less raster time at updating patterns and scrolling, hence being able to add a Y stretcher to it. Scroll patterns consists of 40x20 grid = 800 items to update and scroll at every frame (50 fps). I still had quite some raster time left to use ;) (Theoretically it is possible to use +1000 items)
Scrolling 6:y babes
Agsp bitmap mover using 3 Pictures in memory and mirrors the content in real-time, hence the output result of the graphics becomes 6 Pictures in total :)
I Added a Y-Stretcher in the last days just to show that it was possible although there was a variable speed in Y dir. Notice that not many sceners have made an all dir agsp scrollers with multiple bitmap pictures (meaning adding new gfx in all directions), (only a handfull), and there is a valid reason for that!
Try it and you will understand why ;)
Summary
Submitted by Axis/Oxyron on 24 June 2015
While we are at technical specs, I add them for the equalizer vector city.

No, this is not animation. Its filled vectors with occlusion. Transformed and drawn in realtime (40x25 chars). The base is an eor filler. As all my vectors its using a dirty char cache to avoid eor-filling and clearing of untouched areas (Chars not crossed by a line). The occlusion is done with a simple form of coverage buffer per column.
Summary
Submitted by Bitbreaker on 24 June 2015
Just to make the technical specs of side 2 a bit more clear:

there are samples played back in 5.5 bits (8580) or 6.5 bits (6581) at a rate of 7812Hz.

This means:
~66 rasterlines (without badlines that is) are wasted for mixing and player
156 NMIs are thrown of which each eats up 34 cycles.
So you end up with around half the CPU power available.
If sample output is interleaved with rastercode, the NMI overhead can be saved. This is done so on the carpet and the picture waver.

The carpet is similar to the one used in Coma Light 13. It features however freely selectable multicolors each second line (d021/d022/d023) and consists of 32 interlaced slices. Cyan fli bug color is achieved by asr #$00 (but basically any of the lower 8 colors could be achieved). The z table is cleared and new values are calculated into a double buffer, 100 values during the rastercode, the remaining 27 values offscreen (lax, shx and shy are our friends here). Some of the rastercode consumes more than the 63 cycles and produces 4 chars of FLI bug, but stolen cycles heal things.

The cube uses sorted faces so that the left edges can be written through without or'ing with previous content. Thus the clearing can be speeded up by only clearing the outer circle where the outer edges are. The inner loop also got improved, so that all necessary slopes can be calculated in one go, each just before the corresponding span is filled. The cube is moved around at 50fps.

The waver consists of 5 HCB pictures 152 lines in height. Also here the sample output is interleaved with the rastercode.

The huge endpart logo is made out of 64 chars and displayed in ecm mode.
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