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Borderline Pac-Man 92%   [2021]

Borderline Pac-Man 92% Released by :
Camelot [web]

Release Date :
24 March 2021

Type :
C64 Game

Released At :
Borderline 2021 Compo

Achievements :
C64 Demo Competition at Borderline 2021 Compo :  #1

User rating:**********  9.9/10 (43 votes)   See votestatistics
**********  9.9/10 (14 votes) - Public votes only.

Credits :
Code .... Rex of Camelot
Music .... Metal of Bonzai, Camelot, Vibrants
Graphics .... Rex of Camelot
  VIC of Camelot, CML Sports

Download :
http://csdb.dk/getinternalfile.php/210896/borderline-pacman-92pct.prg (downloads: 419)
http://csdb.dk/getinternalfile.php/211082/borderline-pacman-92pct-src.zip (downloads: 32)

Look for downloads on external sites:

User Comment
Submitted by KAL_123 on 26 March 2021
Great and interesting to see, that something like this is feasible at all.
User Comment
Submitted by Raistlin on 25 March 2021
Wow - bloody fantastic.
User Comment
Submitted by bepp on 25 March 2021
A mazing! 10/10
User Comment
Submitted by Frantic on 25 March 2021
This goes straight into my precious "special stuff" folder. :D
User Comment
Submitted by HCL on 25 March 2021
Total rulzor!!
User Comment
Submitted by Groepaz on 25 March 2021
That codebase page is a bit misleading - it shows the limits of the image the VIC produces, which is considerably larger than what a (properly calibrated) monitor or TV will display (its basically what "full border" is in VICE).

And yes, this is why we created this tool :)
User Comment
Submitted by VIC on 25 March 2021
@Groepaz: sorry to hear that - we only tested on Rex's monitor and my B&O MX8000 - That people actually try to play the game is much appreciated, and we will consider your input for the 101% version :)
User Comment
Submitted by Rex on 25 March 2021
For this Borderline release I have of course fiddled with my monitor controls to aid my testing - which is why overscan is visible on my screenshot.

My goal for the release was to utilize as much of the border as I possibly could, to make the coolest possible "all border" effect and to make the code task more challenging (eg. putting 9 sprites on each visible line).

I used the following sources plus VICE full borders and my own monitor to help decide the limits of the border graphics:

- https://codebase64.org/doku.php?id=base:visible_area

- https://csdb.dk/forums/?roomid=11&topicid=18868&showallposts=1

@Groepaz I will try out Borderpolizei and report some numbers back. It will be quite interesting to have a better database with actual limits of visible pixels.
User Comment
Submitted by Honcho on 25 March 2021
I think we all pushed a bit on the playability side for this compo, I surely did with mine and more so than here, but fully appreciate the challenge as I know it's not great on a proper setup. Guess the spirit of the compo got the better of us ;) Btw, a great release!
User Comment
Submitted by Groepaz on 25 March 2021
In this case the playable part of the playfield is fully visible on a standard CRT

one row of dots on the right side is completely invisible on the screenshot shine posted. it looks similar here on my 1701 (On 1701/2 the borders are really very narrow compared to other monitors, just a few pixels more than one sprite).
User Comment
Submitted by F7sus4 on 25 March 2021
"Monitor displays more overscan than it should" ≠ "there are more lines in the screenshot than VIC will display", because logic.
However, my results on real hardware (both 1084 and s-video+LCD) are closer to Shine's rather than Rex's, yet still perfectly playable. <3
User Comment
Submitted by VIC on 25 March 2021
@Groepaz: ..to follow up on Rex's comment; we do test our stuff on real Hardware, and I kind of wonder where you get the "if you ever" from - do you have some historical data which suggest otherwise?

In this case the playable part of the playfield is fully visible on a standard CRT, and thus playable - the outer boundaries can only be seen on some monitors and VICE. It wouldn't really be cool if we didn't use what we could of the borders ;)
User Comment
Submitted by Shine on 25 March 2021
A M A Z I N G !!! <3

I have this screenshot from my 1702:
I didn't adjusted, it's my standard.
User Comment
Submitted by Groepaz on 25 March 2021
@rex: It'd be nice if you'd check out Borderpolizei and report back your measurements - I'd be really surprised if that monitor is properly calibrated (see the pdf) (actually your screenshot shows that it displays part of the overscan that shouldnt be visible at all)
User Comment
Submitted by Rex on 25 March 2021
@Groepaz I have tested on a real C64 with my Philips CM8833-II CRT. It works perfectly well on that set-up. My monitor does cut a few lines at the very top, but nothing else. See https://photos.app.goo.gl/Vy12o6k2C9WXv3AEA and https://photos.app.goo.gl/noJU3jAvqthX89aX6

The screenshot are taken with VICE full borders.
User Comment
Submitted by Mixer on 25 March 2021
That is impressive.
User Comment
Submitted by Groepaz on 25 March 2021
Technically great - but it really makes me wonder if you guys ever test on real equipment - it looks like the "screenshot" shows more lines than the VIC will display even.
User Comment
Submitted by F7sus4 on 25 March 2021
Double u tea eph, total pwnage.
User Comment
Submitted by AMB on 25 March 2021
User Comment
Submitted by Oswald on 25 March 2021
just wow again :)
User Comment
Submitted by JackAsser on 25 March 2021
Just fantastic! <3
User Comment
Submitted by MCM on 25 March 2021
Retro 4ever ! Pure code porn !! What a great idea ! woooow !
User Comment
Submitted by celticdesign on 25 March 2021
=?= W~T~F =?= and OMFG!!!
User Comment
Submitted by Rex on 25 March 2021
@Oswald as Raz hints the effect shows 9 sprites per line on the visible lines.
User Comment
Submitted by Raz on 25 March 2021
@Oswald: Rex may want to comment on that himself, so I'll just point to the "400x292 pixels" stated on the title screen as a hint =)
User Comment
Submitted by Oswald on 25 March 2021
uber cool! why only every 2nd line ? design choice ? speed is bad indeed but I guess its not easy to draw bobs into sprites in a few rasterlines + game logic :)
User Comment
Submitted by Fabs on 25 March 2021
That's an amazing idea!! Well done!!!
User Comment
Submitted by Shogoon on 25 March 2021
Lol, amazing.
User Comment
Submitted by Bob on 25 March 2021
this is just brilliant WTF!! speechless.
User Comment
Submitted by Trap on 25 March 2021
The camel toe is big on this one <3
User Comment
Submitted by Joe on 25 March 2021
Superb take!
User Comment
Submitted by Monte Carlos on 25 March 2021
Camel power! ᕙ( ͡° ͜ʖ ͡°)ᕗ
User Comment
Submitted by grasstust on 25 March 2021
Speed this up 500% and we have a winner!
User Comment
Submitted by Jammer on 25 March 2021
Insane! I have only two complaints - pacman doesn't wrap between borders and it could all be a little faster ;)
User Comment
Submitted by zzarko on 24 March 2021
Excellent realization!
User Comment
Submitted by TheRyk on 24 March 2021
omfg another killer entry! <3
User Comment
Submitted by tNG on 24 March 2021
I like the idea and effort :D Looking forward to a full version :)
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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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