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Don't Be Square   [2024]

Don't Be Square Released by :
Gordian

Release Date :
31 August 2024

Type :
C64 One-File Demo

Released At :
Xenium 2024

Achievements :
C64 Demo Competition at Xenium 2024 :  #3

User rating:*********_  9.3/10 (26 votes)   See votestatistics
**********  9.8/10 (11 votes) - Public votes only.

Credits :
Code .... Gordian
Music .... Shogoon of Elysium, MultiStyle Labs

Download :

Look for downloads on external sites:
 Pokefinder.org


Production Info
Submitted by Gordian on 4 September 2024
The kaleidoscope effect was inspired by the great demo "Rule 30" from Amiga. Other amiga demo that contains a similar effect is equally good "Hamazing" Amiga demo also.
It seems to me that mine is World First on C64.

The first work on the effect began in November 2023. The effect is based on a hexagonal pattern consisting of 31 objects. Due to the use of raster time to blitting the texture, sprites and music player, in one frame there is time to change a maximum of two colors objects - in this demo only one is changed per frame.

Each object uses 3 textures, in total 12 textures are used (4 patterns * 3 textures). I wrote the procedure that generates the Assembler code in PHP;)
Due to the restrictions on coloring of sensitive places, i.e. common areas of oblique edges or common areas where the bottom of one with the top of the other object is connected (this could be bypassed by stretching the hexagon in the y axis, but it would look bad), they are sprites used. 6 sprites multiplexed over the screen.
Using Excel, I have prepared a kind of tool that allows me to optimally select the rasterlines where I should change the color and/or position x and/or pointer and/or position-y sprite, so as to change as little properties as possible in a given line and avoid as much as possible bad-lines.

I tested about 100 textures to release the final version and prepared 37 color schemes. For creating schemes I wrote a simple tool: https://kawalekkodu.pl/examples/hex.html - it generates many possible paths of colors. The generated structures are actually used in the code, but changed for moments of displaying individual colors.

The music was compsed by Shogoon (thank you :)), having some residual information from me, i.e. what I want at the title section, what I want at the credits section, that there are 31 objects and can colorize on various paths.
So he created SID (there was only one change in the final version) without markers (that was the plan) and I choose how/when to synchronize.
I use simple task manager which fires routines (show dont, show be, show sQuare, colorize hexagon, etc.) in individual frame numbers.
Task manager uses simple structure: frame number, routine number, arguments. I entered the frame number for each record of the structure manually. And I used great tool SID-Monitor, it allows you to play SID, pause, move forward/backward, and you can see the frame number.
So I wrote in what frame a specific sound appears. And those written from the SID-Monitor frame numbers, if I counted well, is 647...;)

The uncompressed version occupies about 48 KB.
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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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