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Released At :
Breakpoint 2007
Achievements :
C64 Demo Competition at Breakpoint 2007 : #1
Credits :
Code | .... | BiGFooT of Breeze, Chorus, Resource |
| | Clarence of Chorus |
| | Edhellon of Resource |
| | Ninja of The Dreams |
| | Oswald of Resource |
Music | .... | Fanta of Chorus, Oxyron, Plush, Viruz |
Graphics | .... | Leon of Chorus, Singular, Storm |
Linking | .... | BiGFooT of Breeze, Chorus, Resource |
Loader | .... | BiGFooT of Breeze, Chorus, Resource |
| | Krill of Plush |
SIDs used in this release :
Download :
Look for downloads on external sites:
Pokefinder.org
Production Info Submitted by Clarence on 18 July 2011
Credits for the demo in detail:
INTRO:
Music: Fanta
Linking: Bigfoot
Basic screen fader, disclaimer screen code+font: Clarence
Eye blink animation: Leon
Chorus/Resource letter by letter zoom in code: Bigfoot
Intelligent vectorizer tool and frame by frame vector data capture: Bigfoot
Planet gfx, big credits font: Leon
Star masking code for the moving planet: Edhellon
All vector replay routines sprite/charset/bitmap/multi layer for the various ship and pyramid scenes: Bigfoot
Sampling and SID version independent digi replay routine: Bigfoot
Planet zoomer code: Clarence
Pyramid hires picture: Leon
1x2 typewriter font: Oswald
Rotating floppy anim: Bigfoot
PART I:
Music: Fanta
Linking: Bigfoot
Gremlin drazlace picture with specialized border gfx parts: Leon
Displayer code, converting special gfx: Clarence
Gremling pic fade: Bigfoot
Upscroll code + font: Clarence
Interlaced X-Rotator, Jelly effect code, Desert Dream logo: Clarence
Sideborder pseudo 7 pixels zoomerscroll: Clarence
Splitted vector cube transition code: Oswald
Blown to dots realtime filled vector code: Oswlad
Fullscreen 3d transforming dot code: Oswald
1200 sine dots code: Clarence
1x1 multi charset used in previous 3 parts, Revolution logo: Leon
Sampling+digi replay code: Bigfoot
Sparkling line tunnel with coordinate streaming code and data capture: Bigfoot
5 glenz zooming balls, with realtime moving and zooming code: Oswald
80*50 4x4 fli routine code for the above: Ninja
Unicorn pic fade code: Edhellon
Unicorn koala picture, with overlayed hires sprites: Leon
Unicorn display routine code and gfx conversion: Clarence
Unicorn pic fade out: Edhellon
Circle-saw vector anim: Edhellon
Circle-saw vector player code: Bigfoot
Zooming spiky ball code: Oswald
THE END of Part I screen code and gfx: Clarence
Sampling+digi replay code: Bigfoot
Floppy disk picture: Leon
PART II:
Music: Fanta
Linking: Bigfoot
All border rectangle zoomer over floppy pic, code: Clarence
Lightsourced 4 sided hires scroll code, font: Clarence
3d raster zoomer and mover code: Clarence
Leaning rectangles transition effect code and anim: Clarence
Dense starfiled with split text, code: Oswald
Rasterized multicolor filled vector, code: Oswald
2 textured big-ball priority zoomer, code: Clarence
2x2 font in previous effects: Clarence
Y-waving fullscreen dot tunnel, code: Oswald
Add. code for the above: Bigfoot
"Fantasy lion" multi pic with full spritelayer, and extension to the borders: Leon
Lion displayer code, gfx conversion: Clarence
Lion fade in and out: Edhellon
4x4 fli rotozoomer with border mirror, code: Oswald
Sinedots transition with fullscreen rotating 1024 text code, anim: Edhellon
1024 3d Y-sinedots, code: Oswald
Chessboard bender, code: Clarence
Kefrens drazlace pic: Leon
Kefrens pic fade in and out: Edhellon
Interlaced hires center aligned upscroller code and 1x2 font: Clarence
Misc. credits:
Optimized music player by Laxity/Maniacs of Noise
Part I and part II separate booter code by Bigfoot, overlay sprite gfx and font: Leon
Loader/packer/depacker system by Bigfoot (loader based on Krill/Plush routines)
Party T-shirt, flyer gfx: Kicsivacak
Kefrens for everything else
| Production Info Submitted by Clarence on 22 August 2007
@Jackie:
when Zine starts, follow the navigation links on the bottom-right corner. Click "Features", then choose "The Making of Desert Dream on C64".
Edit:
An online version is out as well and can be read here. | Production Info Submitted by JackAsser on 22 August 2007
@Clarence: Help me find in the navigation tree! | Production Info Submitted by Clarence on 22 August 2007 Production Info Submitted by Oswald on 20 July 2007 Production Info Submitted by Oswald on 21 May 2007
I'd like to express that there's more behind the effects than what meets the eye. To keep up with the very fast pace of the original ie. to reduce black screens and loading times we used two techniques:
1. many effects do their precalculations 'realtime'. for example at the dot tunel the coordinates of the dots are calculated right before the effect starts.
2. the frame rate of all effects are rounded up to an integer number. so if an effect would be 2.3 frames then it will take 3 frame instead, and the leftover .7 frame is used for loading. all non 50fps parts are loosing speed due to this. | Production Info Submitted by A3 on 7 April 2007
Nice, looking forward to see the collectors edition :) | Production Info Submitted by Fanta on 7 April 2007
this is a compo version, a full will follow somewhere in the near future. 8580 highly recommended! |
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