Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
  You are not logged in - nap
Algodancer 2   [2011]

Algodancer 2 Released by :
Algotech

Release Date :
23 January 2011

Type :
C64 Demo

User rating:********__  8.2/10 (13 votes)   See votestatistics

Credits :
Code .... Algorithm of Algotech, svenonacid
Music .... PRI of Oxyron, The Imperium Arts
Design .... Algorithm of Algotech, svenonacid
Idea .... Algorithm of Algotech, svenonacid
Linking .... Algorithm of Algotech, svenonacid
Loader .... Cadaver of Covert Bitops


SIDs used in this release :
Experimenthal(/MUSICIANS/P/PRI/Experimenthal.sid)
Weird Techno(/MUSICIANS/P/PRI/Weird_Techno.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by algorithm on 11 December 2013
@oswald. ahh yes, that part. Yes it is using a custom ordered dither which works well for some images. Its a pity that the vq encoder i created (At the time) was so poor in quality resulting in heavy blocky mess for the scrolling picture
User Comment
Submitted by Oswald on 10 December 2013
where a girl is shown from toes to head, scrolling downwards :) did a little google research and found this: http://bisqwit.iki.fi/story/howto/dither/jy/ I whish I had the time to sit right down and try to implement this guys algo #2 into p1 :)
User Comment
Submitted by algorithm on 10 December 2013
@oswald. Which scrolling screen? I believe one of the parts is using a slightly modified ordered dither. The other conversions were actually done using your P1 as i could not bother at the time to create a contrast/preview adjustor :-)
User Comment
Submitted by Oswald on 10 December 2013
very interesting dither patterns in the scrolling girl part. do you have the algorithm for it, algo ? :) It seems to be mixing 3 colors in an ordered way, instead of the usual 2. how is this done? your favourite pic editor, or handmade?
User Comment
Submitted by Testa on 10 December 2013
the dancing girl in the intro is amazing... she feels so alive....
User Comment
Submitted by algorithm on 29 January 2011
Thanks for the comments.
@deekay. The 4 color bitmaps were merely put in to load the next part as soon as possible (and each bitmap is around 1k in size compressed!)
@krill. The next demo will certainly use your loader and multithread based methods will certainly be used.
The animation sequences could have been compressed even more heavily if i was to use forward prediction and utilise motion static removal (which is up and coming in the next demo!). The Algodancer2 demo uses only one 256 set tile for each sequence (instead of having a lifecycle of say one set per 8 frames etc) using the motion static method, animation frames can be increased and still use the same single char bank with little reduction in quality
User Comment
Submitted by PAL on 27 January 2011
I think this is a very good demo and it takes me back to my amiga days when my frient Lonestar created state of the art. It is not the same as that demo is forever burned into my brain as a gem and a milestone but this one is also good... Love it, love that you create demos on the c64.... Hurz! I think this would be even greater with a another music, even the one in there is quite good...
User Comment
Submitted by DeeKay on 27 January 2011
Nice little production, has more variation than Algodancer & Sabrina.. Hooray for Boobies, bonuspoints for that! ;-)
Don't get the 4-colored still images though (not the end pic with the sprites, the mcol ones!), i was always expecting them to animate or at least scroll (especially cause the boobs were *just* out of sight - argh!)
User Comment
Submitted by Krill on 27 January 2011
Cool routines (and appealing footage) :)

(Algorithm: There are loaders which load in the IRQ as opposed to the main loop. Mine has that option, too. But it seems like what you need is simply something like Jackasser suggested, double-threading :D)
User Comment
Submitted by SplAtterpunk on 26 January 2011
Extremely entertaining. Great job.
User Comment
Submitted by Exin64 on 25 January 2011
algorithm: I know what you mean. A friend of mine did once a certain demo where all the hard to code stuff was less accepted by the crowd than a 15 minute cheap effect with a animation prerendered in java.:D
User Comment
Submitted by algorithm on 24 January 2011
I had a feeling this was going to be said... When i created the interference part, the idea at that time was to base the whole demo on this and to load different effects animations to it, but had to resort to reprogramming the decompressor to work via irq, did not bother with it.
This actual demo part (which only comprises around 10% of the demo) is supposed to be the main part. Nonetheless, was in a rush to release it
User Comment
Submitted by Ninja on 24 January 2011
Too slow-paced I'd say, made it a bit boring. Liked the girl in front of the interference.
User Comment
Submitted by vedos on 24 January 2011
i prefer real tits, but this production was nice aswell. ;)

my favourite was "shadow dancer" part. all in all very nicely done Algo!
User Comment
Submitted by algorithm on 24 January 2011
@jackasser
Yes, i had idea's on the suspend/resume as well as using another method (a crude version was actually written in the first algodancer) which completes small snippets of the routine when called via irq (using around 4 raster lines at a time) it then continues where it left off when the irq routine is run again. (and uses raster beam checks) to stop the routine when the raster beam is over a threshold, for example to multiplex etc. Its just that i wanted to finish the demo by the end of the weekend :-(
User Comment
Submitted by Flex on 24 January 2011
Cool! Never enough boobs for the c64.
User Comment
Submitted by JackAsser on 24 January 2011
Nice! :)

@Algorithm: "i did not bother with the conversion of depack routines to IRQ.". Have those problem aswell. It's super boring to convert a linear code piece into a re-entrant IRQ-based one.

To solve it I wrote a tiny thread "lib" which only supports spawning off ONE thread extra. In the thread you call yeild to suspend it and in the IRQ you call schedule to wake up the suspended thread. When the thread is active the main loop is suspended and vice versa. In other words, it's co-operative multitasking but it's totally ok for demo usage imo. It worked like a charm in Mekanix. If you're interested in the code I can mail it to you.
User Comment
Submitted by The Shadow on 24 January 2011
This demo rocks!
User Comment
Submitted by Hydrogen on 24 January 2011
Smooth and nice.
User Comment
Submitted by Conrad on 23 January 2011
More tits in 2011 please! \o/
Great presentation, algo. and I like your taste. ;)
User Comment
Submitted by irwin on 23 January 2011
One word: Amazing!
User Comment
Submitted by TheRyk on 23 January 2011
Rrrrr! Awesome! B)
User Comment
Submitted by iAN CooG on 23 January 2011
frantic: if it's even "alive", no updates in some years from Kai =)
User Comment
Submitted by Frantic on 23 January 2011
State of the art.. ;) Another addition to that girls of c64 site I guess.
User Comment
Submitted by algorithm on 23 January 2011
Yes. I was going to base the demo entirely on the main part (the section with the sprite underlays). eg fading, loading/defading background while dancer is strutting their stuff. This would have given the demo more appeal. But after the other data was preprocessed, i did not bother with the conversion of depack routines to IRQ. (to free the main routine for the loader) Pity the actual main part is only around 10% of the whole demo.
The three color images were only put there due to the extremely high compression (less than 1k for an image) and a filler for the loader to load the next part. I was planning on making it a double sider, then this would be overloaded with my gfx modes :-)
User Comment
Submitted by Skate on 23 January 2011
BOOOOBS!!! :D very nice animation demo. but two much 3 color stuff. for effects and animations, 3 color usage makes sense but for static and scrolling graphics, whole c64 palette usage would have been nicer.
User Comment
Submitted by Ed on 23 January 2011
'silicon rules!' :) Thanks for this one. I enjoyed the multicolored shadow effects and the silhouette of the girl.
User Comment
Submitted by iAN CooG on 23 January 2011
technical comment: nice amount of animations you squeezed in one side.
real comment: TITS \O/!!111111
Search CSDb
Advanced
Navigate
Prev - Random - Next
Detailed Info
· Summaries
· User Comments (28)
· Production Notes (1)
Fun Stuff
· Goofs
· Hidden Parts
· Trivia
Forum
· Discuss this release
Support CSDb
Help keep CSDb running:



Funding status:




About this site:
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.
Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.087 sec.