| |
Released At :
Assembly 1996
Achievements :
C64 Demo Competition at Assembly 1996 : #2
Credits :
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
User Comment Submitted by Sith on 14 February 2018
I always love stuff like this.
Still looks great in 4x4. It also runs really smooth. | User Comment Submitted by Gremlin on 14 March 2015
And actually the comment is a correct one, so the re-comment should be ignored! | User Comment Submitted by Gremlin on 14 March 2015
Seems that deleting comments is prevented... Please ignore the previous one, it was not related to this demo. So this wasn't the last real demo. | User Comment Submitted by Gremlin on 14 March 2015
On the Oswald's question: the texture mapper actually uses an algorithm specifically designed for this demo & the square-formed faces. The method gives e.g. the rotate on the side of the cube for free as a side effect. The rotate effect is also real-time (and not precalc anim). For the the triangular faces, the algorithm is the standard one at the time. On top of the new algorithm, the implementation is of course optimized (unrolled loops, math, undocumented commands, ...). | User Comment Submitted by Gremlin on 14 March 2015
On the Shadow's question: yes, this was my last real demo. We made some small gettogether "intros" later with TNT but this was the last major effort in the demo scene. Stunned to see such active movement still on the C64! | User Comment Submitted by Rudi on 22 December 2014
A nice demo. Parts may be too long but that doesnt dismiss the cool 3d-object filler techniques. I guess the speed accounts for the blockyness (resolution) of the pixels. Nice music! | User Comment Submitted by hedning on 3 December 2010 User Comment Submitted by Shadow on 7 April 2008
Now this is your real "coders" demo. Nothing but black screens, the effect in question and an explanatory text. I like it!
I wonder what happened to Gremlin, seems like this was his last real demo? | User Comment Submitted by Oswald on 12 March 2007
I'm still wondering if the texture mapper used some kinda special trick, it looked too fast :) otherwise the parts are shown too long even for the taste in '96. |
|
|
|
| Search CSDb |
| Navigate | |
|
| Detailed Info | |
|
| Fun Stuff | |
· Goofs · Hidden Parts · Trivia
|
|
| Forum | |
|
| Info on other sites | |
|
| Support CSDb | |
|
| |
|