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Halloweed 4 - Blow Your Mind   [2024]

Halloweed 4 - Blow Your Mind Released by :
Xenon [web]

Release Date :
23 November 2024

Type :
C64 Demo

AKA :
Halloweed IV

Released At :
Transmission64 2024

Achievements :
C64 Demo Competition at Transmission64 2024 :  #2

User rating:**********  9.5/10 (13 votes)   See votestatistics

Credits :
Code .... WVL of Slash Design, Xenon
Music .... Youth
Graphics .... DeeKay of Censor Design, Crest, Oxyron
  Genius of Xenon
  Nyke of Babygang, Megastyle, Xenon
Loader .... Lft of Kryo

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by WVL on 23 November 2024
Ah, that explains it. I didnt look too closely at Rocketry, so I must have missed that. Super cool idea to use that to make unlimited x scrolling possible.
User Comment
Submitted by Clarence on 23 November 2024
So I checked my old source code, I can linecrunch 5 lines too:
"lc_max = 5"
I use 0-4 for bitmap Y movement, and reserve +1 extra linecrunch for sideways motion to relieve vsp wraparound.
User Comment
Submitted by Cruzer on 23 November 2024
Oh wow, lots of goodies in here
User Comment
Submitted by Brush on 23 November 2024
Coder's type of a demo. Love it :) And it has a great pace/flow too.!
User Comment
Submitted by Clarence on 23 November 2024
Thanks for the clarification info, yeah there are more twists than I could see at first. Haven't noticed the bitmap height difference, probably because of the repeating nature of the bitmap theme. Very cool!
User Comment
Submitted by WVL on 23 November 2024
Hey Clarence, the AGSP is ofcourse based on yours in Rocketry. This version is multicolored (like you noticed), so 1000 more bytes to copy.

But also, new lines get added to the bottom of the bitmap (the picture is 40 rows high). So there is no 'skew' error, the picture is straight when it overflows at the bottom. This means you also have to copy one more row each frame, so an additional 320+40+40 = 400 bytes each frame.

In total there's 1000+6*400 = 3400 more bytes that get copied before a new bitmap takes over.

I managed one more line of linecrunch (0-5 lines of crunching). Rocketry could do 1 line less (0-4 lines of crunching).

This one extra frame is not enough to make it possible, the part uses a triple buffer method, reusing loads and storing twice.

Deekay did the picture in photoshop btw. The source loads in the 3 png files that Deekay made and converts it to UFLI-max.
User Comment
Submitted by Clarence on 23 November 2024
Nice mirrored distorter. Also nice to see the first ufli max pic. What editor did Deekay use?

I think I did a *very* similar LC free bitmap mover in 'Rocketry', would love to know what's difference here exactly. I see it's mc, and goes only upwards but 2 chars/frame. Is that it?
Mine had more freedom in sideways motion and could switch vertical direction in 1 chars/frame movement and was hires bitmap.
User Comment
Submitted by TMA on 23 November 2024
Nice FX and UFLIMAX!
User Comment
Submitted by katon on 23 November 2024
Super !
User Comment
Submitted by Walt on 23 November 2024
Lovely :)

The hires scroller with rasters in the end part is right up my alley ;)
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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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