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Infernal 25Hz   [2020]

Infernal 25Hz Released by :
Ice00

Release Date :
19 July 2020

Type :
C64 Music

Released At :
25Hz Music Compo 2020

User rating:*****_____  5.3/10 (8 votes)   See votestatistics

Credits :
Music .... Ice00 of Hokuto Force, Ice Team


SIDs used in this release :
Infernal 25Hz(/MUSICIANS/T/Tognon_Stefano/Infernal_25Hz.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Joe on 20 July 2020
Nice! Too bad it's too short. I like arpeggios, I really do
User Comment
Submitted by F7sus4 on 20 July 2020
My point was a bit different, so maybe I'll just reiterate - in my opinion, it is no achievement at all to use as much rastertime as possible just for the sake of it (be it overly complicated instruments that actually sound very basic in the end or not). Sometimes, it's those very few notes and a properly crafted filter that does the job.
User Comment
Submitted by Mixer on 20 July 2020
Regarding raster time: The difference with this player and those that take constant small rastertime is usually mainly the note/instrument init, which in the optimized players is divided to several frames. Then there are hyper optimized players, which have less features depending on what effects are used, and compiled data for replay. Raster time does not matter at all in compos IMHO.

Anyway, I am interested in the editor. I've been looking for a decent PC editor, which is not bound tightly to a specific player. Jitt might do it.
User Comment
Submitted by Jammer on 20 July 2020
Too bad it's too short to participate :(
User Comment
Submitted by ice00 on 20 July 2020
@GH/dSr/MSL/Toonvast

It is the follow up of: Infernal Rhythm

Use of Ring Modulation of the SID
User Comment
Submitted by GH on 20 July 2020
In my point of view rastertime, filesize or whatever doesn't matter in a compo at all.
Its just difficult to get proper sounds in this 25Hz
Tune itself has spooky atmosphere I like :D
User Comment
Submitted by F7sus4 on 20 July 2020
A more sophisticated achievement is to use as little raster-time as possible while maintaining the best possible sound output. The exact opposite to it is getting utterly basic sound and completely disproportionate raster-time usage, which is what this production perfectly succeeds to do.
User Comment
Submitted by ice00 on 20 July 2020
@booker

Yes, but this is due the philosophy of JIT64: makes music using full instrument tables power (up to 2KB of data for one instrument indipendent from the others).

However it is in the study of an hard compiler optimization that uses spaces over rastertime usage
User Comment
Submitted by booker on 20 July 2020
impressive max rastertime usage
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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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