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Quantumized Resolutions: The Crack Intro   [2024]

Quantumized Resolutions: The Crack Intro Released by :
Quantum

Release Date :
23 November 2024

Type :
C64 Crack Intro

Released At :
Transmission64 2024

Achievements :
C64 Demo Competition at Transmission64 2024 :  #5

User rating:*********_  8.9/10 (8 votes)   See votestatistics

Credits :
Code .... zscs of Lethargy, Quantum, The Apace Software
Music .... GuyGavin of Hokuto Force
Graphics .... zscs of Lethargy, Quantum, The Apace Software
Design .... zscs of Lethargy, Quantum, The Apace Software
NTSC-Fix .... zscs of Lethargy, Quantum, The Apace Software

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Shine on 24 November 2024
Very cool! <3
User Comment
Submitted by Scrap on 24 November 2024
looking awesome!!!
User Comment
Submitted by zscs on 24 November 2024
I planned to create a vertical logo for a while. Figured out, what if I created it as a hires-like logo, since I could use sprites and mix them with a charset-based logo as an overlay. Originally, I wanted to use my old method (e.g. Space Organic Intro ): hires chars as overlay on two multicolour sprites. But, as soon as I played around with the possibilities, I decided to use multicolour charset as background and not only one but two hires sprite layers - which provide the possibility to a(n almost) complete freedom of using 5 different colours in hires mode. Of course, sprites are 21 pixel high while 3-char tall letters are 24 pixels, therefore I adjusted the design to the limitations, actually. :)
In the first version the movements were quite CPU-intensive so I had to figure out some special tricks to make it feasible.
Since I wanted to add a sideborder scroll to it, this whole optimization thing resulted in real headache for WEEKS. Especially, when I realized that, NTSC machines have much less rastertime/frame to calculate the things.

Some special features I can mention:
- sideborder scroll is using special buffering technique to save rastertime
- sinus movements are adjusted in order to create the movement logic fast
- logo animation with the ability of showing independent colour schemes (all letters)
- a very little but special hidden effect ;-)
- 100% coded in SMON $C000, using Vice 2.4 and .vsf files (I have ~100 workstages)

Okay, no real fade-in effect (only a very basic one), no fade-out since I ran out of 16k already (I planned to keep the memory usage below $4000, had to extend it to $44ff).
Please consider that, this intro is old NTSC/NTSC/PAL/Drean compatible - I cannot explain how much work I've put into it to make this happen... (-:

I hope you enjoy the end result and many thanks to GuyGavin for the nice music! ;)
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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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