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Algodancer   [2009]

Algodancer Released by :

Release Date :
13 September 2009

Type :
C64 One-File Demo

User rating:*******___  7/10 (7 votes)   See votestatistics

Credits :
Code .... Algorithm of Algotech
Music .... 6R6 of Blues Muz', Nostalgia, SHAPE
  Jetan of Agony Design, Albion Crew
  Mitch of Crest
  Moog of Agony Design
Graphics .... Algorithm of Algotech
Design .... Algorithm of Algotech
Idea .... Algorithm of Algotech

SIDs used in this release :
Brutal Techno(/MUSICIANS/M/Moog/Brutal_Techno.sid)
Techno Rave(/MUSICIANS/B/Blues_Muz/Gallefoss_Glenn/Techno_Rave.sid)

Download :
http://csdb.dk/getinternalfile.php/79110/algodancer.prg (downloads: 1167)

Look for downloads on external sites:

User Comment
Submitted by j0x on 20 January 2010
Oswald: http://en.wikipedia.org/wiki/Vector_quantization
User Comment
Submitted by Oswald on 20 January 2010
looks like an interesting technique with a dull / not suitable presentation. what is this VQ thing ?
User Comment
Submitted by Rayne on 20 January 2010
Look at this prod for example:
The Dancing Girl
Higher frame rate but no background gfx
User Comment
Submitted by algorithm on 14 September 2009
There are plenty of ways to get frame rate higher instead of using the VQ decode which operates in blocks (which i admit is more suited to non silhouette data) The horizontal line method would not give as good pack rate however. Like i mentioned in the production notes, I could have used less frames and just resequenced them and ditch the VQ decode which would have given frame rates multitude times higher. Quickest method with some packing would actually be just RLE encoding the sprite data and then decoding it directly to each sprite
User Comment
Submitted by Skate on 14 September 2009
@algorithm: as you should already know, dancing silhouette animations are usually achived by horizontal lines, not by packed graphic data. this is why they don't take too much space even if they are unpacked and they can be drawn much faster than this one. I appreciate your work but this is not the suitable example to show your nice routine.
User Comment
Submitted by algorithm on 14 September 2009
With the ommitance of the VQ 8x8block to sprite overlay routine. frame rate would have been much faster. Could have semi processed VQ data and placed them in sprites (interleaved every three bytes) and then to LZ pack and then would only need to depack sprite data directly (although pack rate would not be as efficient!)
The approach in this small demo has to map each 8x8 char block to specific area's of the sprite overlay not to mention the LZ decoding and full screen background processing (interference/static), unfortunately as each sprites vertical position is not a multiple of 8, is slightly more fiddly in comparison.
User Comment
Submitted by Steppe on 13 September 2009
Nice proof of concept, but overall the movements are too jerky.
User Comment
Submitted by Celtic on 13 September 2009
very nice little screen. i preferred the crashing background effect more then the interreference, but all in all looks quite nice.
User Comment
Submitted by Skate on 13 September 2009
dancing girl infront of a fullscreen interference effect (and noise effect) is a very nice idea. downside of this product is low frame rate of the dancing girl. I wouldn't mind it the background effect was slower but girl dances smoothly. but vice versa is not acceptable for me. still a nice product. when I saw the screenshot, I thought it would be "state of the art" quality.
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