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Oxyron Party v2 Invitation   [2007]

Oxyron Party v2 Invitation Released by :
Oxyron [web]

Release Date :
10 December 2007

Type :
C64 Invitation

Website :
http://www.oxyron-party.de

User rating:********__  8.3/10 (10 votes)   See votestatistics

Credits :
Code .... Axis of Arsenic, Oxyron, Stonehead
Music .... Peace of Oxyron
Graphics .... oys of Arsenic, Oxyron
  Yazoo of Arsenic, Oxyron
Charset .... Yazoo of Arsenic, Oxyron
Loader .... Graham of Arsenic, Oxyron


SIDs used in this release :
Simplomat(/MUSICIANS/K/Kasmo/Peace/Simplomat.sid)


Contains information on the following event(s) :
Oxyron Party 2008  party invitation

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by HCL on 1 April 2012
Hah!! Bob-gfx stolen from Spiritual Dreams, right? I can just imagine how this happened :). Well, it's not a shame being inspired by such a good (demo)part. Great fun for me finding out such delicate circumstances..
User Comment
Submitted by DeeKay on 11 December 2007
Yay for Axis coding! Nicest Invitro I've seen since Non Plus Ultra!... Then again that wasn't THAT long ago! ;-D
User Comment
Submitted by Cruzer on 11 December 2007
Kewl stuff in all aspects. Some of the nicest vectorbobs ever.
User Comment
Submitted by Ed on 11 December 2007
It is yet time for Kalsong Data :)

Great show by the way, even though the vectors at the start look a little bugged (perspective-wize as it draws the bitmap logo and closes in on the end...).
User Comment
Submitted by Radiant on 11 December 2007
\o/ Very nice vectorbobs. Code more! (That applies to everybody.)
User Comment
Submitted by Stan on 10 December 2007
Looking forward to this party!!!
User Comment
Submitted by WVL on 10 December 2007
Brilliant vector bobs :)

Can't see why the add on the Oxyron page
Quote:

Trivia :
oxyron is looking for high-skilled coders... pm to yazoo or graham - and dont miss the oxyron-party 2008... http://www.oxyron-party.de


is neccessary :D You got Graham + Axis and still looking ;)
User Comment
Submitted by JackAsser on 10 December 2007
@HCL: I agree HCL, speed code is cheating. I mean, AS IF, he wrote it himself. Heck, the breadbox and/or the assembler did most of the job. It's almost like wiring a picture.
User Comment
Submitted by HCL on 10 December 2007
I knew it, he did it all without using a single sprite! That what i call cheating!! ;).
User Comment
Submitted by Scout on 10 December 2007
"Free coffee and tea"

Yay!

Pretty party invitation guys!

User Comment
Submitted by Axis/Oxyron on 10 December 2007
Thanks for all the nice comments. This really motivates doing more demos in the future for the good old c64. Now some technical infos: 1. No sprites are used for the bobs. The original version used some, but when adding the mirror- effect the version with the sprites started to be slower than just blitting all, caused by the 2-5 cycles lost every line due to the sprite display (twice when the mirror is active) + doing an extra irq for multiplexing. strange but true. 2. the rotation and sorting is realtime, not animated. even with 2 muls per bob for perspective projection to get a few bits more precision than just doing the tablelookup. thats all folks. see u on oxyparty.
User Comment
Submitted by Rough on 10 December 2007
This party sounds as if it will be well organized, a pity it's so far away from Munich.
User Comment
Submitted by Yazoo on 10 December 2007
...and some sprites are used to put the top of the icebergs on the screen btw.
User Comment
Submitted by Oswald on 10 December 2007
clarence got the point, mace you need some more excersize if you dont see at the first eyeblick its 16x16 chars :P ;)
User Comment
Submitted by Mace on 10 December 2007
Really, it's only chars. Just reset, setup a 16x16 char matrix, do some poking and get this:
User Comment
Submitted by JackAsser on 10 December 2007
@Clarence: Yeah, my idea of the ultimate vector bob part would of course include sprites... ;D We'll see... some day...
User Comment
Submitted by Clarence on 10 December 2007
@Osw: Using some sprites as the nearest bobs is a way of improving this (hello Jackie :) ), but in this case the sprites were used to display the invitation text.
User Comment
Submitted by Oswald on 10 December 2007
I'd say sprites + real bobs + animated coordinates ;)
User Comment
Submitted by Mace on 10 December 2007
@HCL: a quick peek revealed that the bobs are plotted in a 16x16 matrix of chars with A LOT of speedcode :)
User Comment
Submitted by HCL on 10 December 2007
Übernice!! Axis *da man, back in town*. Killing the bobs, first the shade-bobs, then this shit! WTF!?

..but, i bet he used sprites. And then it's all a cheat, isn't it?!
User Comment
Submitted by Archmage on 10 December 2007
Nice! I especially like the way the logo appears.
User Comment
Submitted by chatGPZ on 10 December 2007
i demand vector boobs!

very nice production
User Comment
Submitted by Skate on 10 December 2007
Better than a lot of demos released this year. Very nice invitation.
User Comment
Submitted by Twoflower on 9 December 2007
Mmm... Oyiseer... :-)
User Comment
Submitted by Motion on 9 December 2007
Very nice, *but* I wish that shake effect was smoother when the blocks touchdown in the intro and that the sticker was dithered a touch.

Fantastic logo in the intro, Oyiseer has such a cool technique. The vector bobs are like, Woooot! The subtle reflection of the bobs in the water, a very nice touch of detail.

...and the music is plain sweet... Awesome! :)
User Comment
Submitted by Joe on 9 December 2007
Such a nice invitation must embrace your quest for a demonstration far reached in perfection! Good luck, and I hope you'll make it..
User Comment
Submitted by Clarence on 9 December 2007
Finally the Breakpoint sticker-logo got released for real! :) Very nice build-up in the beginning and a smooth vectorbob routine.
User Comment
Submitted by Deev on 9 December 2007
I love the intro. I thought the logo looked great just based on the screenshot, but when it's animated it's extra superb!
User Comment
Submitted by JackAsser on 9 December 2007
Arrrg! :D I wanted to do the killer vector bob part. This feels close to perfection. Good Work!!!
User Comment
Submitted by null on 9 December 2007
Arman, dear... you have to be there.. FOR FUCKS SAKE MAN :D :D :D so we can get fucking stoned and I can stick my dick in your ear xD

apart from that, I really fucking love the invitro <3
User Comment
Submitted by Oswald on 9 December 2007
love to see axis rocking da house! :) the bobs are suprisingly fast, everything fits together, thank you :)
User Comment
Submitted by Sander on 9 December 2007
Very cool!
User Comment
Submitted by Mermaid on 9 December 2007
Nice logo, charming icebergs, good music and effects, all in all a very enjoyable invitation demo :)
User Comment
Submitted by Intensity on 9 December 2007
Love this one! Neat intro code & gfx design, and loving the vector balls.

Unfortunatley i don't think i will be there. too bad :D maybe X2008
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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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