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NGC 1277 80%   [2019]

NGC 1277 80% Released by :
Samar Productions [web]

Release Date :
18 May 2019

Type :
C64 Demo

AKA :
NGC 1277 party version

Released At :
Moonshine Dragons 2019

Achievements :
C64 Demo Competition at Moonshine Dragons 2019 :  #1

User rating:*********_  9.2/10 (22 votes)   See votestatistics
**********  9.7/10 (8 votes) - Public votes only.

Credits :
Code .... Don Kichote of Avatar, Caution, Reliance, Samar Productions
  Golara of Desire, Samar Productions
  Isildur of Samar Productions
  Skull of Samar Productions
  Slajerek of Samar Productions
  Tetsuo of Samar Productions
Music .... F7sus4 of Samar Productions
Graphics .... Ged of Samar Productions
  Isildur of Samar Productions
  uka of Samar Productions
Linking .... Golara of Desire, Samar Productions
Loader .... Krill of Plush


SIDs used in this release :
NGC1277 (tune 1)(/MUSICIANS/F/F7sus4/NGC1277_tune_1.sid)
NGC1277 (tune 2)(/MUSICIANS/F/F7sus4/NGC1277_tune_2.sid)
NGC1277 (tune 3)(/MUSICIANS/F/F7sus4/NGC1277_tune_3.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


Hidden Parts Info
Submitted by Golara on 1 June 2019
I just wanted all files to have the same file length. The rotating bitmap part is split into couple of files but all are needed for the part to work. Part was split so I can load some of it while the picture before it is displayed, then I turn off the screen and load the remaining stuff that overwrites the old bitmap. 100% version will have much tighter loading
Hidden Parts Info
Submitted by Krill on 1 June 2019
Oh, i see. So you have two "hidden parts"! :)

After crash with JAM at $161a, monitor "g 2400". Then load and crash again, but: monitor "g 7000" for the raven* part. \=D/

Setting the entry point at around $b7f1 from $1610 to $2400 or $7000 while the rotating bitmap part is running didn't work because the next file that gets loaded ("wale3") doesn't have any executable code but, judging by the memory layout, appears to be new bitmap data to be rotated (but is not included yet?).

* Why is the file called "kruki"? It's just one raven. =)
Hidden Parts Info
Submitted by Golara on 31 May 2019
Krill, yes, what Slajerek meant by changing 2 bytes is to change the address of a jump after load from $1610 (endpart jump) to $2400 (the part with a raven jump). After the rotating bitmap part the raven part was supposed to run, but it wasn't finished so we decided to cut it for the party version and just show the end credits. I changed the jump to a endpart init address but the raven part prg file didn't get removed from d64 file. At the party I was pulling my hair out thinking why is it crashing, it should load the endpart and work !! part works as a single file ! hehehe. Should have delete old d64 before generating a new one as it's updating the existing d64 instead of overwriting it with a new one. In our makefile we were deleting the old d64 file, but at the last moment we had to split the demo into 2 floppy images and these 2 new images were not getting deleted... bleh, wen't for far too long. Stuff like this will be written in a noter for 100% version if anyone cares.
Hidden Parts Info
Submitted by Krill on 31 May 2019
When the demo crashes with a JAM at $161a, go to the monitor, type "g 2400". A file is loaded, then the demo crashes again with a JAM at $161a. Monitor again, "g 2400" again, loading again. But then it's (misquoting Slajerek) "time to see a stripped-down and buggy one more part ;-)". \=D/

I wonder if it is the same as when "changing 2 bytes within run time", as i haven't been able to find those magic 2 bytes yet. One piece of code looks suspicious, but alas... :)
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