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Released At :
Transmission64 2023
Achievements :
C64 Demo Competition at Transmission64 2023 : #1
Credits :
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
Production Info Submitted by trident on 2 December 2024
tech notes:
* this demo consists of 44 different demo parts over two disk sides
* the initial credits part use an upscrolling text screen that gets dithered out as it moves upwards. the same technique was later used in the limited bobs part in 13:37 but then with multicolor and free direction movement.
* the fisheye effect on the logo in with the xeyes like eyes is done with a single font - the logo is so efficient that the distorted versions of the logo fit within that same font.
* the eye-like plasma uses the first rows of some 8 different screens that are repeated every 2-7 pixel lines
* the three text scrolls uses ghostbyte dither pattern on top of the scrolls to make them fainter towards the borders
* the eye/starfish distorter is the first of its kind, i think (but please correct me if i am wrong!). it uses 25 different fonts, one for each char line on the screen, where the 32 characters wide starfish has 8 different rotations at different y positions of the picture. there is only one badline at the top of the screen, which contains the current distorter pattern for all lines down the screen. thus there is plenty of rastertime left, but almost no memory. this is why there is a somewhat extended fade-in/fade-out: to load everything into memory for this part and the next (which also uses almost the entire memory).
* the escos eye uses 12 animation steps with different zoom levels.
* the unreadable scroller is similar to the one from The Scroll of Antonius but consists of two scrolls instead of one and this one also uses multicolor sprites. the ghostbyte dither pattern is much simpler too. the scroll works simply by copying the sprite pattern bytes in memory. also, the x coordinates for the leftmost and the rightmost sprites are the same, but with different d010 values.
* the color worm uses two different color levels that almost makes it look transparent, or with a motion blur-like effect
* the cave with the fisheye fairlight logo uses a fisheye effect that looks quite crude because of the expanded sprites. the reflection in the water is done only by updating the color chars
* the wobbly semi-transparent rasterbar effect is computed in real-time at each rasterline
* the squishy starfish uses a sprite fpd effect (d017 streching with d018 to select pixels in each stretched chunk) with d025/d026 being updated with the stretch. looking closely, it is possible to see where d025 and d026 are updated, but because everything is moving, it is not annoying. i am ever so annoyed, however, by the sprite bugs in the right border as the starfish moves out that i didn't cared enough about to fix.
* the bouncy raster colors use rastersplits when they move out of the screen, but not when they are shown, which lets the loader load the next part (which uses almost the entire memory)
* the fisheye eye is very similar to the starfish wobbler earlier in the demo, with a 32 characters wide picture and 8 distortion levels towards the sides of the screen. again, it uses 25 fonts, one for each char line on the screen. only the first line has a badline, which means that updating the entire screen is very quick. i had never seen anything like this effect prior to this one (but again, i may be very wrong here) - the others, like the crowd in Uncensored , the magic landscape in Continuum , and the retro-futuristic girl in Neon all were either much smaller (uncensored), didn't update at 50 hz (continuum), or had a much lower resolution (neon).
* the sprite upscroll over the eye picture is, i think, similar to Firehawk's scroll in Submerged , except this one is updating every pixel line, whereas i suspect Firehawk's one updates only every other line (but i may be very wrong here, and maybe Firehawk's simply is better than mine in every aspect - i am in awe how smooth his scroll is, plus the coolness of the different priorities). the scroll in this part is really starved for cycles, which is why there is a grey area on the left of the screen - it was needed to update d011 to force a no-badline screen mode. in fact, there are no badlines whatsoever on the screen - the char line is read once at the end of the screen at the start of the part, and then there are no more badlines until the part ends. the code writes three sprite data bytes per rasterline into a single sprite, which is located in zeropage. the data is read from a set of pre-rotated sprite letters.
* the all-border plasma part uses the same color for the left and right border, and thus uses very little rastertime, to allow for the loader to load the next part. it is inspired by a part by Quiss in Reflection that uses a diagonal color pattern in a similar fashion.
* the flag-like eye distorter is the first of its kind, i think. it uses six different bitmaps, with one different rotation per bitmap, and a piece of raster code that uses two sine tables in a relatively complex way to create a wavy movement. there is only a single badline at the top of the screen, to load the colors. the same type of routine was later used in The Night Before Christmas and in one of the more psychedelic parts of 13:37
* the rastersplit routine following the distorter is a simple rastersplit (although it does do a form of color blending during its fade out), but a lot of people have commented on how much they like this splitter - way more than those who commented on other parts of the demo, which were way more difficult to accomplish :)
* the eight rasterbars do their color blending inside the rastercode
* the big fairlight logo is a very straightforward graham zoomer that cannot afford any additional smoothing because of how big the picture is
* the green smoke-like effect on the final screen is similar to the one from the start of the demo, but using several sprites here instead of a font area. one hires sprite for each color. the "all border" scroll (inside the fish's screen) is implemented by rol:ing pixels over sprites. off-screen bytes are used to keep track of the pixels that are not visible when the scroll is in the rightmost position. | Production Info Submitted by trident on 26 May 2024
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