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Insomnia-v1 1 by 64ever

Insomnia-v1 1 64EVER DEMO ENGINE V0.1 SETUP - START THE JOURNEY DRIVE TEST PLATFORM: 6510 USE CURSOR KEYS TO SELECT/MODIFY - - 64EVER DEMO ENGINE V0.1 SETUP - START THE JOURNEY DRIVE TEST PLATFORM: USE CURSOR KEYS TO SELECT/MODIFY - - 64EVER DEMO ENGINE V0.1 SETUP - DRIVE TEST - PASS: 00/44 - - - - - WARNING! - - YOU ARE ATTEMPTING TO RUN THIS DEMO ON A COMMODORE64 EMULATOR! PLEASE NOTE, THE DEMO WILL *NOT* PERFORMAS EXPECTED UNLESS RUN ON THE REAL THING WHICH MEANS A COMMODORE64/128 MACHINE. POSSIBLE PROBLEMS MIGHT BE: GRAPHIC BUGS, MUSIC SYNC LOSS, EFFECTS THAT FAIL TO WORK PROPERLY OR EVEN COMPLETE CRASH OF THE DEMO. ALSO NOTE, THAT MUSIC & GRAPHICS ARE NOT FAITHFULLY REPRODUCED ON EMULATORS. IF THIS IS *NOT* AN EMULATOR, PLEASE IGNORE THIS WARNING. -> PRESS SPACE <- - AINSERT SIDE-1 AND PRESS SPACE TO BEGIN - LPLEASE TURN DISK - ATEST FAILED! DEMO WOULD PROBABLY FAIL - ATEST PASSED! RESET & RESTART THE DEMO - ATHIS DEMO CANNOT RUN ON NTSC MACHINES - BDISABLE YOUR ACCEL BOARD AND RESTART - JDRIVE NOT READY ERROR - RIVE NOT READY ERROR - CB CB CB FB CH CB CB - % CB C% CB F% CB FB CB -

Insomnia-v1 1 by 64ever

Insomnia-v1 1NSOMNIA NOTEFILE. - F YOU HAVENT WATCHED THE DEMO YET, - PLEASE READ THE FOLLOWING CHAPTERS: - ROUBLESHOOTING & TIPS - F THIS IS THE 1ST TIME YOU'RE RUNNING - THE DEMO ON THIS PARTICULAR EQUIPMENT, - F YOU HAVE ANY PROBLEMS RUNNING THE - ROUBLESHOOTING & TIPS - EFF'S TUNE ON SIDE-2 OF THE DEMO: - HE TUNE WAS MADE EXCLUSIVELY FOR THIS - DEMO BUT WAS MISTAKENLY RELEASED IN - E FOUND OUT ABOUT IT TOO LATE TO - REPLACE BY ANOTHER SO IT STAYED. - N MOST MACHINES YOU MIGHT NOT GET - A DIRECTORY ON SIDE-2, BUT 'JUNK' BYTES. - HIS HAPPENS BECAUSE - IS USED FOR A FILE & THE - THIS SECTOR AS ITS DIRECTORY DEFAULT - INSTEAD OF USING THE ONE 18:00 IS - DDITIONAL CREDITS NOT SHOWN IN THE DEMO - IRECTORY ART BY - THE 64EVER CREW - E'D LIKE TO THINK OF IT AS A LABEL, NOT - N OUR EYES, THE DIFFERENCE IS SIMPLE: - GROUP HAS (USUALLY) DEDICATED MEMBERS. - LABEL IS NOT BOUND BY MEMBERS. - EOPLE FROM DIFFERENT GROUPS CAN WORK - TOGETHER UNDER A LABEL WITHOUT JOINING - 64EVER STARTED IN 1997 BY - IRST PRODUCTION TO EVER USE THE NAME - ECOND TIME WAS A 4KB INTRO FROM - URING THE PAST TWO YEARS, 64EVER - GREW TO HAVE 4 GUYS WORKING ON THIS - URRENTLY WE ARE: - HIS DEMO HAD A ROUGH BIRTH, TO SAY - T ALL STARTED BACK IN EARLY 1998, ON A - PIECE OF PAPER WITH AN EARLY DRAFT FOR - NTRO SCREENPLAY & EFFECTS IDEAS, - 8 DEMO (UNTITLED) - S A DEMO FREAK, MY STARTING POINT WAS - MYSELF WOULD ENJOY WATCHING. - WANTED TO MIX OLDSCHOOL & NEWSCHOOL FX - IN A FAST TRACKMO STYLE, WITH A CONCEPT - AND LOTS OF GRAPHICS (I JUST LOVE THOSE - * CHUNKY LOW-RES EFFECTS, WHICH - IMO ARE THE ROOT OF ALL EVIL ON THE 64. - WANTED TO AVOID MY MOST HATED THING IN - DEMOS: BLACK-SCREENS & TEXT-SCREENS - WHILE LOADING THE NEXT 'PART' AND MUSIC - THAT CHANGES EVERY PART OR SO. - HAT STUFF SIMPLY KILLS THE FLOW AND - RHYTHM OF A DEMO. - ET ON THESE GOALS, IT WAS CLEAR TO ME - THAT A VERY FAST LOADER IS NEEDED. - STARTED LOOKING FOR SOMETHING SUITABLE - BUT COULDNT FIND ANYTHING THAT WAS FAST - ENOUGH & VERSATILE (ABLE TO WORK WITH - ANY KIND OF EFFECT). - DECIDED TO CODE MY OWN. - NOTHER BIG PROBLEM WAS THE GRAPHICS. - HE INITIAL DEMO SCRIPT NEEDED OBSCENE - AMOUNTS OF GFX, MOSTLY FULLSCREEN PICS. - APPROACHED LOTS OF GRAPHICIANS, ALL - DECLINED, OR SAID 'YES' BUT THEN - BAILED ON ME SOME TIME LATER.. - GUESS THE AMOUNT OF WORK NEEDED - SCARED THEM OFF :) - CAN ONLY TELL THEM: - HEY MADE IT POSSIBLE FOR ME TO WORK - WITH A GUY THAT HAD AS MUCH ENTHUSIASM - AND DEDICATION TO THIS DEMO AS - IP CAME ONBOARD IN - NEARLY 2 YEARS AFTER - DEVELOPING THE DEMO. - HAD MOST PARTS ALREADY - LL IT TOOK WAS A CONVERSATION ON - AND A FEW CODE PREVIEWS. - OTH OF US HAD WORK WHERE WE SPENT - MOST OF OUR DAYS INFRONT OF A - WITH INTERNET CONNECTION. - O, FOR ABOUT A YEAR, WE WERE - DISCUSSING THE DEMO 5-6 DAYS A WEEK, - T WAS FUCKING GREAT! - HISTORY TO PROVE IT..) - E HAD ALMOST THE SAME IDEAS OF HOW - A DEMO SHOULD BE SO THINGS WENT - SMOOTHLY, MOST OF THE TIME. - INITIALLY IMAGINED THIS DEMO DARK - AND GLOOMY, BUT WITH - BECAME SOMEWHAT DIFFERENT. - ESIDES THE INTRO, WE PRACTICALLY - REDESIGNED EVERYTHING FROM SCRATCH. - IRST WE SET A DATE FOR - WHICH WE DIDNT HAVE A CHANCE TO KEEP. - 2001, WHERE WE REALLY THOUGHT - WE'LL HAVE SOMETHING READY. - GAIN, NOT ENOUGH TIME. - LINKED (NO INTRO) BUT NOTHING MORE. - FTER THAT, WE TOOK OUR TIME. - IP COMPOSED A NEW TUNE TO COVER ALL - VERSION USED 2 TUNES). - OME GFX WAS CHANGED, LINKING WAS RE- - 2001 LOOKED LIKE A DEFINITE PLAN. - O MAKE SURE IT HAPPENS, - MSTERDAM TOGETHER WITH - WHO DECIDED TO JOIN. - -DAY WAS GETTING CLOSER & SIDE-2 STILL - DIDNT SLEEP AT ALL THE NIGHT BEFORE - THE FLIGHT, WAS WORKING MY ASS OFF ON - GETTING AS MUCH SIDE-2 LINKING AS - CAN CONTINUE WITH IT AT THE - PARTY ITSELF, WHICH WAS A MISTAKE (READ - HE NIGHT BEFORE - 'S HOUSE (THANX DUDE!) - FINISHED TIMING THE ' - OTTOM LINE, THE DEMO WASNT FINISHED - WORKED ON IT UNTIL THE VERY - LAST MINUTE (DURING THE DEMO COMPO AS - WOULD GET ON THE - E HAD A FEW HOURS TO CHAT ON THE WAY. - E WERE BOTH IN A LOUSY MOOD AFTER WHAT - HAPPENED AT THE PARTY BUT WE LEARNED - AN IMPORTANT LESSON. - HIS TIME WE DECIDED TO TAKE OUR TIME - FCOZ WE DIDNT EXPECT THE DELAY TO BE - A YEAR, BUT REAL-LIFE GOT IN THE WAY TOO - HAT HAPPENED AT - ALSO KILLED OUR - MOTIVATION FOR AWHILE, SO IT WAS FOUR - MONTHS BEFORE WE REALLY STARTED WORK - 'D LIKE TO STRESS THOUGH, THE PARTY - AND THE ORGANIZERS WERE GREAT. - T WAS ALL JUST... WELL, BAD LUCK. - OW, AFTER ALMOST 4 YEARS, YOU HAVE THE - T WAS DONE WITH MUCH AFFECTION & CARE, - FROM THE POINT OF VIEW OF DEMO - CAN PROUDLY SAY THAT ALL MY IDEAS - LAID OUT ON THAT SMALL PIECE OF PAPER - ARE HERE INFRONT OF YOU. - LL THATS LEFT FOR YOU TO DO IS RUN - ROUBLESHOOTING & - AN'T RUN THE DEMO? - ERIOUSLY THOUGH.. - HIS DEMO IS MEANT TO RUN ON A - OME PARTS TAKE ADVANTAGE OF THE - HZ MODE (WHEN DETECTED) SO IF YOU HAVE - A 128 OR ACCESS TO ONE, YOU MIGHT WANNA - T HAS PROBLEMS WITH - MUS: GFX BUGS AND - INCORRECT SYNC AT TIMES. - ITH SOME EMUS, CERTAIN EFFECTS MIGHT - NOT WORK PROPERLY OR AT ALL. - DON'T CONSIDER THESE THINGS TO BE - DON'T CONSIDER THEM AT - ALL, SO DON'T ASK FOR EMU FIXES! - 1.1 IS LESS 'BRUTAL' - ON THE DRIVE AND SHOULD WORK WITHOUT - PROBLEMS ON MOST DRIVES THAT DID'NT WORK - O MINIMIZE THE CHANCE OF PROBLEMS EVEN - FURTHER, TRY TO WRITE THE DEMO-DISK WITH - THE SAME DRIVE THAT WILL BE USED TO - EST SHOULD BE YOUR ONLY - F IT FAILS, THE DEMO WILL - NOT WORK PROPERLY FOR SURE. - NSOMNIA USES A 2-BIT LOADER WHICH USES - LINE ON THE SERIAL-BUS. - HIS MEANS YOU CAN ONLY HAVE - CONNECTED TO THE BUS: A FLOPPY DRIVE. - F MORE THAN ONE DEVICE IS CONNECTED, - WHETHER ANOTHER DRIVE OR A PRINTER, - THE LOADER WOULD PROBABLY FAIL. - LSO, AS HAPPENED AT - POSSIBLE THAT SOME RARE HARDWARE - COMBINATIONS MIGHT CAUSE THE LOADER - HIS NEVER HAPPENED BEFORE, OR SINCE. - F YOU STILL HAVE A PROBLEM, AND YOU - THINK THE DRIVE/LOADER IS TO BLAME, - FROM THE DEMO'S - T WILL LOAD ALL THE DEMO FILES ON - BOTH SIDES OF THE DISK, AND CALCULATE - HIS WAY YOU WILL KNOW FOR SURE IF - THE PROBLEM IS LOADING RELATED. - E FOUND THERE ARE SOME - WHICH CANT HANDLE EFFECTS USING FAST - SWITCHING OF THE $D011 REGISTER. - F YOU HAVE THIS CHIP IN YOUR MACHINE - YOU MIGHT ALREADY KNOW IT BY NOW. - (HORIZONTAL HARDWARE- - WILL CAUSE YOUR - MACHINE TO CRASH SOMETIMES. - HERE IS NO KNOWN SOLUTION FOR THIS - PROBLEM THAT WE KNOW OF. - TILL CAN'T RUN THE DEMO? - EEL FREE TO CONTACT - EMULATOR QUESTIONS PLEASE!) - HE DEMO WAS TESTED ON THE FOLLOWING - ARIOUS CARTRIDGES WERE USED: - AGUAR (SELF-MADE) - HIS IS MOSTLY A RANT. - T WAS WRITTEN AFTER THE PARTY WHEN - WE BOTH WERE IN A REALLY BAD MOOD. - TS NOT MEANT TOWARDS ANY PERSON(S) - BUT ONLY TO DESCRIBE OUR BAD LUCK - AND TO VENT A LITTLE. - OBODY IS REALLY TO BLAME FOR WHAT - HAPPENED, IT JUST DID. - HIS IS A CODER'S WORST NIGHTMARE.. - ESTING YOUR DEMO ON ALL POSSIBLE - EQUIPMENT.. ABOUT 10 DIFFERENT DRIVES, - 64 AND THEN, JUST - WHEN YOU THINK EVERYTHING IS OK, THE - DEMO TOTALLY SCREWS UP ON THE COMPO- - HY IS THAT? DONT ASK ME, IT DIDNT - HE DEMO WAS RUN ON AN OLD - SETUP, AND FROM WHAT - COULD SEE, SOME - BITS GOT CORRUPTED DURING LOADING. - O YOU CAN GUESS WHAT HAPPENED FROM - HAD TO STOP THE DEMO AT THE START - OF SIDE-2, AFTER - EFF'S TUNE DIDNT - QUITE SOUND LIKE A TUNE AT ALL.. - HE ORGANIZERS WERE NICE ENOUGH TO LET - ME RUN THE DEMO AGAIN, ON A 128 - KNEW AT THAT POINT - THAT THE DEMO LOST ALL OF ITS IMPACT. - T RAN PERFECTLY ON THE 128 - A RELIEF, BUT IT STILL LEFT US WITH - A VERY BITTER TASTE IN OUR MOUTHS. - O TOP IT ALL, THE PROJECTOR USED AT - THE PARTY WAS SETUP WAY TOO BRIGHT, - SO MOST DARK COLORS DISSAPEARED AND - BRIGHT COLORS WERE KINDA WHITE. - ASICALLY, IT WAS A WHITE PICTURE WITH - SOME OTHER BRIGHT COLORS SHOWING, BUT - NO DARK COLORS AT ALL. (FOR EXAMPLE: - BLUE WAS INVISIBLE, LIGHT-BLUE & WHITE - LOOKED ALMOST IDENTICAL). - LSO, THE FACT THAT - SPENT 90% OF MY - TIME AT THE PARTYPLACE CODING THE DEMO - INSTEAD OF HANGING WITH PPL I WAITED - SO LONG TO MEET, DIDNT ADD TO MY MOOD. - HE PARTY-VERSION ( - HATE THIS TERM) - WAS OFCOZ UNFINISHED, MISSING A PART, - AN END-PART & SOME LINKING BITS. - E STILL FELT ITS TIME TO LET IT GO, - AS IT GOT DELAYED TOO MANY TIMES. - LSO, SINCE IT WAS MY FIRST EVER VISIT - TO A SCENE PARTY, - ARRIVE EMPTY HANDED :) - HAD A GREAT TIME ONLY AFTER - THE COMPO ENDED & - WAS FREE TO CHAT - WITH FELLOW SCENERS AND ACTUALLY DO - CAME THERE FOR. - T WAS A FUN PARTY, THE ORGANIZERS - WERE GREAT ABOUT EVERYTHING & - SOME GREAT PPL :) - CODE AT A PARTY!) - IRST, LET ME TELL YOU THAT PARTYWISE, - 2001 WAS AS GOOD AS IT COULD GET. - ENJOYED MYSELF VERY, VERY MUCH. - HE ORGANIZERS WERE A FANTASTIC CREW, - AND CERTAINLY RESPONSIBLE FOR THE GREAT - HE SCENERS ATTENDING THE - PARTY WERE GREAT FUN TO HANG OUT AND - O, IF YOU WANT TO BE PART OF THE BEST - AND BIGGEST C64 SCENEPARTY IN EXISTANCE, - STRONGLY SUGGEST YOU DROP BY THE NEXT - TIME </COMMERCIAL BREAK>! - OW, WITH THAT OUT OF THE WAY... - HAD SOME ISSUES WITH THE COMPOS. - ONE, THE MUSIC COMPO WASN'T AS IT SHOULD - NOTE TO THE ORGANIZERS: - PLEASE TELL US HOW LONG A COMPO ENTRY - WILL BE PLAYED, AND WE'LL ADAPT OUR - ENTRIES TO THAT. - HICH BRINGS US TO GRAPHICS. - WORKED MY SOCKS OFF FOR YEARS TO BRING - YOU THE BEST DEMO PICTURES - ND THEY WERE ALL RUINED BY THE - AVEN HAS TOLD YOU ALREADY WHAT WENT - WRONG THERE, AND THAT - FELT PRETTY BAD - HAT'S AN UNDERSTATEMENT. - WORKED SO HARD ON WERE - COMPLETELY OFF-KEY. - SHOWN, ONE DISASTER AFTER THE OTHER, - COULD DO WAS SIT AND STARE... - VERYTHING CRUMBLED. - NLY BLANK DETAIL- - LESS AREAS WERE VISIBLE. - USED TWO COLORS (WHITE AND SOME OTHER - BRIGHT COLOR) AND HAD DONE ALL THE - PICTURES IN 4X4 RESOLUTION, YOU WOULD - HAVE SEEN THE SAME IMAGES ON THAT - SURE LEARNT A LESSON THAT NIGHT. - OT THAT IT RUINED THE PARTY FOR ME. - BIT THROUGH THE DISAPPOINTMENT AND - WENT ON, WISER FROM THE EXPERIENCE. - ESIDES, A PARTY IS - COMPOS AND IN THE END, IT IS THE - PERSONAL SCREEN THAT COUNT - OR THOSE OF YOU WHO WERE THERE, WE - FEEL BAD YOU HAD TO EXPERIENCE THE - DEMO LIKE THAT FOR THE 1ST TIME. - WE HOPE YOU'LL ENJOY IT NOW, THE WAY - IT SHOULD BE SEEN. - REAKDOWN OF THE VARIOUS PARTS - ERE'S A BREAKDOWN OF THE VARIOUS FX, - WITH ANCEDOTES & SOME TECHNICAL INFO - FOR THOSE OF YOU WHO ARE INTERESTED. - RAPHICS & MUSIC BY - AVEN, UNLESS NOTED - LOT OF THOUGHT WENT INTO DESIGNING - A SYSTEM WHICH WOULD ALLOW EASY & FAST - TARTING WITH THE LOADER, DEPACKER, - A FEW SERVICE ROUTINES, AND THE 'CORE' - ITSELF, A LONG LIST OF - EACH PART IN TURN. - HE ENTIRE DEMO IS MANAGED FROM THE - ENGINE: IT CALLS THE PARTS, THE LOADER - AND THE DEPACKER. - ACH PART HAS ONE OR MORE ENTRY POINTS - AND EXIT POINTS ( - TO THE ENGINE). - O BASICALLY, MAKING CHANGES TO THE - LINKING ONLY REQUIRES CHANGING - HAT MADE LINKING & TESTING A BREEZE :) - HE MOST IMPORTANT COMPONENT IS OFCOZ - T THAT TIME, MY KNOWLEDGE IN LOADERS - WAS BASICALY NON-EXISTANT SO SOME HEAVY - RESEARCH WAS NEEDED. - USED THE ANATOMY BOOKS OF BOTH THE - 1541 & 1571, TOGETHER WITH A FEW SELECT - DECIDED TO STUDY. - PRACTICALLY WENT THROUGH THE ENTIRE - ROM-LISTING OF THE 1541... - T TOOK ME ABOUT 2 MONTHS TO COME UP - WITH A FIRST VERSION OF A STABLE LOADER - THAT WAS ABLE TO WORK ALMOST WITH ANY - KIND OF VIC EFFECT RUNNING. - HAT LOADER WAS USED IN - 98, ALTHOUGH FAST LOADING WASNT NEEDED - JUST WANTED TO 'TEST THE WATERS' :) - HE LOADER WAS THEN IMPROVED QUITE ALOT - IN ORDER TO WORK IN - T IS NOW 100% STABLE WITH - ALTHOUGH 4 ALSO WORKS IN CERTAIN TRACK- - N THE DEMO, INTERLEAVE 5 IS THE MOST - NTERLEAVE 4 IS ONLY USED IN PLACES - WHERE LOADING SPEED WAS CRITICAL. - CTUALLY ONE OF THE LAST THINGS TO BE - CODED, ALTHOUGH IT WAS 1ST SCRIPTED - IRST DRAFT WAS DONE BY ME & INCLUDED - LSO, THE COMPUTER SHOULD - HAT IDEA CAME LATER FROM - ANTI-EMUS THEME WAS INTRODUCED. - VERALL, THE INTRO USES 7 BITMAPS. - OT MUCH TO SAY ABOUT THE CODE HERE, - PRETTY STRAIGHTFORWARD STUFF. - OVEMBER 2001 WEEKENDS. - HE MUSIC WAS DONE IN FOUR HOURS. IT - WAS ONE OF THOSE RARE MOMENTS OF - INSPIRATION, WHERE EVERYTHING GOES - OULDN'T BELIEVE IT PACKED - TO 13 BLOCKS, EITHER. - ELL, THINKING UP THE INTRO WAS A LOT - E REALLY WANTED A LITTLE STORY - THERE AND SET A COMMON THEME FOR THE - AVEN HAD BEEN PLAYING WITH THE IDEA - TO SUCK SOMEONE INTO HIS/HER COMPUTER - AS HE/SHE SLOWLY FELL ASLEEP IN FRONT - E ALSO WERE DISCUSSING A LOT ABOUT - EMULATORS AT THE TIME. - CONSENSUS: THE EMU THING AIN'T THE - E DO UNDERSTAND HOWEVER - THAT, DUE TO THE SHORTAGE OF C64 HARD- - WARE, NOT EVERYONE CAN HAVE ONE OF THE - LEGENDARY BREADBOXES ON HIS/HER TABLE. - HE INTRO MORE OR LESS CAPTURED THESE - ICTURES WERE MADE IN ABOUT HALF A - HE REASON FOR THIS WAS THAT WE - WERE DEVELOPING OTHER PARTS AS WELL - AND THOSE NEEDED GRAPHICS TOO, SO - THE INTRO PICTURES WERE PUT ON HOLD - FROM TIME TO TIME. - HEY WERE DRAWN BASED ON MY OLDEST - SKETCHES, AND IT SHOWS. - 'M NOT GOOD AT BACKGROUNDS, - BY THE WAY - YOU'LL SEE THAT CURSE - RETURN ALL OVER THE DEMO. - OLOR PIC 'STRIPE' ENTRY - AS LOOKING FOR A NICE IDEA TO DISPLAY - THE PIC BEFORE THE ACTION STARTS, AND - THIS JUST POPPED TO MIND. - ACH 'STRIPE' IS 10 SPRITES HIGH. - ONE SOMEWHERE IN MID 2000. - O MAKE A LONG STORY SHORT, IT TOOK - MANY TUNES BEFORE WE HAD SOMETHING - THAT FITTED THE DEMO TIMING ON THE - NOTHER COMPOSER, - CREATED TWO TUNES FOR US BUT - UNFORTUNATELY, THEY DIDN'T TIME - ANYMORE DUE TO THE MANY CHANGES IN - THE DEMO'S SCRIPT. - ABOUT THIS, BUT SYNCHRONIZATION WAS - E HOPE THAT YOU'LL - HIS IS THE OLDEST PART IN THE DEMO, - CODED BACK IN 1998. - HAD THE IDEA BACK WHEN - DONE, BUT DIDNT KNOW HOW TO DO IT THEN. - HIS IS MY LEAST FAVOURITE EFFECT IN THE - HE ROTATOR IS WORKING WITH 2X2 - PIXELS WHILE THE BITMAP IS 2X1.. - EVER COULD FIND A GOOD LOOKING SOLUTION - HATS UNIQUE HERE IS THE BIGGEST TEXTURE - EVER USED ON THE - TAKING 44KB OF MEM, ONE LINE PER BLOCK. - OULDNT SQUEEZE IN MORE LINES SINCE - NEEDED MEM FOR THE BITMAP, MUSIC, CODE - AND SOME TABLES. - OTATOR IS ONLY 36X42 IN SIZE, UPDATING - HE PIXEL-COPY ROUTINE IN LOCATED IN THE - ZERO-PAGE, TO GAIN SPEED. - COULD'VE DONE A BIGGER ROTATOR - HERE, BUT THAT WOULD SLOW IT DOWN AND - REQUIRE MORE MEMORY, WHICH WILL MAKE - THE TEXTURE SMALLER. - OPE YOU STILL ENJOY IT! - DID ABOUT 5 FULLSIZED BITMAPS - FOR THIS PART BEFORE WE GOT ONE THAT - WORKED REALLY WELL, BUT IT WAS WORTH - HE CLUE WAS TO CREATE ENOUGH DETAIL SO - THAT THE PICTURE INSIDE THE ZOOM WINDOW - CONTAINED DETAIL AS WELL. - DETAIL WAS BAD, TOO - IT'D MAKE THE - WINDOW DISPLAY GARBAGE. - LSO, LARGE BLACK AREAS WERE BAD SINCE - THE WINDOW MOVES AT RANDOM, SO THE - ENTIRE PICTURE HAD TO BE FILLED WITH THE - SAME DETAIL DENSITY. - HOSE OF YOU WHO KNOW PC DEMOS WILL - RECOGNIZE THE INFLUENCE RIGHT AWAY.. - OOMSDAY'S AWESOME ' - OOST' FROM 1997. - HIS IS SIMPLE SCALING OF 20X40 - OULD BE *BIGGER* BUT STILL NICE. - ONE SOMEWHERE IN 1999. - HIS MUST BE THE HARDEST - IRST DISPLAYED ON - A REVAMPED VERSION OF THAT PLEXER, - USING A 192 LINES HIGH AREA AND - DISPLAYING 15 SPRITES. - NLY 14 ARE USED FOR THE SCROLLER, THE - 15TH SPRITE IS THE WHITE BALL, HIDDEN - UNTIL ITS NEEDED. - N CASE YOU'RE WONDERING, THE GIRL'S - EYE BLINKS ARE BITMAP ANIMATIONS. - HE PARTY-VERSION OF THIS PART FEATURED - A NASTY BUG IN THE RIGHT BORDER.. - BUG, WHICH HAPPENS FOR - ALL SPRITES AFTER THEY PASS - HE SPRITE'S CONTENTS 'MOVE' ONE LINE - DOWN, AND THE 1ST LINE IS REPLACED BY - HIS CANNOT BE FIXED, ONLY COVERED - BY VARIOUS TRICKS, LIKE USING MASK - SPRITES OR CHANGING THE SPRITE COLOR - EXACTLY AT THAT POINT, THEN CHANGING - BACK SOME CYCLES L8R. - T TOOK A FEW MONTHS TO COME UP WITH - A WAY TO EASILY FIX THIS BUG. - WAY WHICH DIDNT REQUIRE RECODING ALL - THE CRITICAL TIMING ROUTINES. - REDIT MUST GO TO - AX WHO CAME UP WITH - THE IDEA WHILE WE WERE EATING A - T SOUNDED SO SIMPLE I DIDNT BELIEVE IT - HE SOLUTION WAS TO SIMPLY CLOSE THE - BORDER AT LINES WHERE THE BUG APPEARS! - OMETIMES THE SIMPLEST THINGS SEEM TO - WORK BEST... GO FIGURE :) - HIS 'FIX' MAKES BLACK LINES VISIBLE - FROM TIME TO TIME, BUT IT ISNT A BUG, - ITS A 'FEATURE' ;) - HE ROTATED SPRITE CHARSET WAS ADDED - THOUGHT IT WOULD BE A NICE IDEA TO - ONE IN 1998, IMPROVED IN 2000, - BUGFIXED IN 2002. - HE PICTURE WAS DONE AFTER THE INTRO - OW, THE GIRL ON THE RIGHT - WAS FINISHED RATHER EARLY, BUT - NO IDEA WHAT TO DRAW ON THE LEFT SIDE. - SUCK AT BACKGROUNDS :). - HE FIRST IDEA WAS SOME DEMONIC - CREATURE, BUT IT TURNED OUT RATHER LAME, - ERASED THE LEFT SIDE AND DREW THE - ELVISH FACE YOU NOW SEE IN THE DEMO. - ITS TO THE SCROLLTEXT, TOO. - ODERS SIMPLY ABANDONED THEM AFTER - 'DISCOVERING' FILLED OBJECTS :) - HIS IS A NICE COMBINATION OF BITMAP - AND SPRITES, WITH A SIMPLE BUT NICE - STARFIELD IN THE BACKGROUND. - O TELL THE TRUTH, WHEN - 'M STILL NOT VERY GOOD WITH - HE 'MATH' PART OF THE CODE WAS MAINLY - T IS LOOSELY BASED ON - TUTORIALS IN THE - WANTED IT TO USE A BIG SCREEN - AREA (IN THIS CASE 255X200) SO - TO CODE A VERY FAST DRAWING/ERASING - CODED A FAST LINE-DRAWING - ROUTINE & ERASED THE ENTIRE DISPLAY - HAT PROVED NOT VERY PRACTICAL.. - HAD TO MODIFY THE DRAWING ROUTINE - TO GENERATE SOME KIND OF UNROLLED - ERASE SPEED-CODE TO DO THE JOB. - OOK AWHILE TO COME UP WITH SOMETHING - FAST ENOUGH, BUT THE EFFORT WAS WORTH - OT MUCH TO SAY ABOUT THOSE 4 BY 25 - COLORBARS AT THE SIDES AND THE SPRITES. - RETTY STRAIGHTFORWARD STUFF. - JUST LOVE THIS ONE :) - HIS IS A VERY SIMPLE EFFECT TO DO - BUT EXTREMELY NICE TO WATCH. - LMOST ALL DOT MORPHERS - WERE USING SMALL SCREEN AREAS AND - DIDNT HAVE MANY DOTS.. - HIS ONE CAN HANDLE UP TO 510 DOTS, - ON A 255X200 SCREEN AREA. - OOKING AT IT NOW, 2+ YEARS AFTER IT - WAS CODED, IT CAN BE IMPROVED ALOT - BY UNROLLING THE PLOTTING CODE... - AH, TOO LAZY TO DO THAT NOW ;) - ONE IN EARLY 2000. - AVEN TOLD ME HE HAD DONE A DOT - THOUGHT OF ALL THOSE OTHER - DOT MORPHERS DONE ON C64. - USUALLY VERY SMALL, SO - WASN'T GOING TO BE ABLE TO DO A LOT - WITH 'ONLY' 510 DOTS. - STARTED WORKING ON THEM, - HOWEVER, IT SOON TURNED OUT - DO PRETTY BIG PATTERNS WITH IT. - ECONOMISE ON VERTICAL LINES AND YOU'LL - HE END RESULT WAS PRETTY IMPRESSIVE - THE JUDGE OF THAT. - JUST LOVE ROTATORS AND WILL KEEP - ON DOING THEM EVERY CHANCE - HIS IS ALSO AN EFFECT THAT WAS NEVER - PROPERLY DONE ON THE 64 IMHO, - MOSTLY USING 16X16 TEXTURES IN 4X4 - OR 8X8 RESOLUTIONS. - OME EXCEPTIONS OFCOZ, BUT NO ONE TOOK - REAL ADVANTAGE OF WHAT CAN BE DONE. - ERE YOU CAN SEE 3 AWESOME TEXTURES - IP, 64X64 IN SIZE EACH. - O LAME 16X16 PATTERNS HERE! ;) - HE ROTATOR UPDATES A 64X64 PIXEL AREA - IN A 2X2 RESOLUTION TO A DOUBLE-BUFFERED - -INTERLACED TO SAVE TIME WRITING - EVERY LINE TWICE. - HE PIXEL-COPY ROUTINE IS COMPLETELY - LOCATED IN ZEROPAGE TO SPEED UP THINGS. - HIS ROTATOR ALSO FEATURES A VERY FAST - AND ACCURATE 24BIT SCALING ROUTINE. - NFORTUNATELY, THIS IS THE BIGGEST SIZE - THAT CAN BE ACHIEVED RUNNING IN DECENT - SPEED, USING AT LEAST 64X64 TEXTURES. - ONE LATE 1999, IMPROVED IN 2000. - EING A GREAT FAN OF ALL THINGS - LOVE THIS TUNE. - BEAT IS ROCKHARD, THE MELODY CLICKS. - SINGLE SPEED TECHNO TOUCHED BY THE - MASTER... OH YEAH! - HE TEXTURES WERE A LOT OF WORK, BUT - COMPLETELY WORTH IT ONCE YOU SEE THE - ROUTINE IN ACTION. - A SUCKER FOR ROTATORS, ESPECIALLY THE - ONES WITH DISTORTION. - LL THE TEXTURES WERE DESIGNED IN - SUCH A WAY THAT THEY SMOOTHLY GO INTO - EACHOTHER AT THE BORDERS. - TO DO A FACE :), THE SUN IS A - RECURRING PATTERN THROUGHOUT THE DEMO - AND THE LOGO WAS A REQUEST BY - ULLSCREEN 16X16 - LIKE VERY MUCH. - HIS TOO WAS NEVER DONE IN A GOOD ENOUGH - 'VE SEEN ONLY A FEW 2X2 FULLSCREEN - TUNNELS SO FAR, USING LAME TEXTURES. - OME OF THEM DIDNT ROTATE, THE ONES WHO - DID, SUFFERED FROM TERRIBLE MIRRORING - HIS TUNNEL FEATURES 5 DIFFERENT 16X16 - TEXTURES DONE BY - T MOVES, ROTATES & FREE OF MIRROR BUGS. - N ADDITION, JUST TO FILL UP SOME MORE - MEMORY, I THREW IN A FEW EXTRA SURPRISES - BIT SLOW FOR MY TASTE, BUT PPL WITH - 128 WILL GET A KICK OUT OF IT! - HH, THE TUNNEL :). - HAVEN'T A CLUE FOR - AVEN TO DO THIS - PREFER THE FREE-DIRECTIONAL KIND, BUT - THIS ONE STILL KICKS 64 ASS. - FIGURE OUT HOW TO REMOVE THE MIRROR BUGS - THAT USUALLY HAUNT C64 TUNNELS. - MANAGE TO ISOLATE AND ELIMINATE THE - PROBLEM, AND THIS GAVE ME COMPLETE - FREEDOM IN DESIGNING THE TEXTURES. - INCE THE TEXTURES WERE 16X16, THEY WERE - COMPLETED RATHER QUICKLY. - H, THIS JUST IN: - AVEN PROMISED HE'S - GOING TO DO A FREE-DIRECTIONAL TUNNEL - IN THE NEXT PRODUCTION ( - AVEN), SO WATCH OUT CREW! ;) - NOTHER VARIATION OF OUR NICE WIREFRAME - ENGINE, USING THE ENTIRE HEIGHT OF THE - AKING SURE THE PRIORITIES OF THE WIRES - AND SPRITES ARE CORRECT WAS A BITCH.. - HIS IS A GOOD ONE. - WANTED TO DO A FAST BLASTING - TUNE AT THIS POINT. - (HOPEFULLY) SUCCEEDED. - PROUD OF THE FINAL PART, WHICH (FROM A - DISTANCE, BUT STILL) SOUNDS A BIT - FIRST SAW THE CAROUSSEL, - GOT THIS... WOW. - SIMPLY *HAD* TO MAKE A COOL BACKDROP - TO GO WITH IT - THE FACT THAT IT'S IN - THE BORDERS IS ONLY A PLUS. - 'M PRETTY PROUD OF THE DESIGN AND THE - COLORS HERE, ESPECIALLY THE SHADING ON - THE BLUE LIPSTICK ;). - SAY, GUILTY FOR RECYCLING :) - E HAD SOME TIME TO WASTE.. NEEDED - HIS STARTED AS A LAME IDEA, BUT WAS - IMPROVED & FINISHED LIVE AT - DIDNT HAVE TIME TO LINK IT - BEFORE THE DEMO WAS SHOWN. - VERALL QUITE A NICE PART, KILLER GFX - IP (AS USUAL) AND 15 SPRITES TO - HE JAPANESE LETTERS SAY ' - LIKE THIS PICTURE SOMEHOW. - ON A RAINY AFTERNOON, WHILE THINKING - ABOUT HOW THE HEROINE SHOULD LOOK. - PLAYING WITH THE IDEA TO SLOWLY MERGE - HER WITH THE CYBERSPACE SHE GOT SUCKED - INTO, AND THIS POPPED OUT. - HE FRAME AROUND IT IS HER FACE IN - CLOSE-UP, MIRRORED. - WAS LAZY THERE, BUT THE PIC SOMEHOW - LOOKS MORE 'MENACING' THIS WAY. - SPECIFICALLY THE - ATAKANA ALFABET. - PELLED OUT, THEY SAY: - ND THAT'S MORE OR LESS HOW SOMEONE - Y FAVOURITE PART :) - HAD BREWING FOR SOME TIME, - HANX MUST GO TO - INSPIRATION (HIS AWESOME - AX WHO GAVE ME SOME NICE - OPTIMIZATION IDEAS WHICH ENABLED ME TO - DISPLAY MORE LOGO LINES :) - -THE FULL SIZE OF THE CHAR LOGO IS - N AVERAGE OF 108 LINES ARE BEING - UPDATED ON THE SCREEN EACH FRAME. - N AVERAGE OF 2 FREE RASTERLINES ARE - AVAILABLE EACH FRAME :) - HIS PART USES THE ENTIRE 64KB OF MEM. - NTIL THE LAST MINUTE AT - COULDNT FIND 256 FREE BYTES - FOR A TABLE, SO THE PART BARELY MADE - IT TO THE PARTY-VERSION OF THE DEMO. - HIS PART KICKS MAJOR ASS! - AVEN TOLD ME ABOUT THIS PART, - WAS RATHER SKEPTICAL. - WAS A NEWSKOOL FOOL ONLY INTERESTED IN - , BUMPMAPPING AND DISTORTERS. - HIS CHANGED DRASTICALLY ONCE - USED TO DREAM ABOUT THE LOGO-OVER- - PART AND WONDERED HOW IT'D LOOK IF - LUCKY ENOUGH TO DO THE GRAPHICS FOR IT. - ELL, NOW YOU KNOW :). - NEEDED 80 STAGES TO DESIGN THE - AINT LIKES TO CRASH. A - FLI NEEDED A UNIFORM - OR SOME REASON, MY WORK DISK GOT - CORRUPTED, SO - FROM SCRATCH. - MAKE DOUBLE BACKUPS FOR EACH - PICTURE CREATED. - OLORING WAS A BITCH. - TO CRASH? A - F YOU THINK THE ABOVE WAS HARD, YOU - HAVEN'T HEARD ABOUT THE LOGO YET. - MAY SEEM A HARMLESS, SMALL LOGO TO YOU, - CAN ASSURE YOU, THIS ONE WAS A - HAVEN'T A CLUE AS TO HOW MANY - HAD TO DO BEFORE WE HAD ONE - THAT FIT TO THE TECHNICAL REQUIREMENTS - IMPOSED BY THE CODE. - H, WELL, THAT'S ALL PART OF THE FUN - IN MAKING A DEMO COME TO LIFE. - NDPART (THAT ALMOST DIDNT MAKE IT) - HERE TO BEGIN... - HIS PART IS SINGLEHANDEDLY RESPONSIBLE - FOR A BIG PART OF THE DELAY IN GETTING - Y INITIAL INTENTION WAS TO MAKE AN - 'OUTRO' THAT WILL GIVE CLOSURE TO THE - HAT OFCOZ REQUIRED LOTS OF EFFORT IN - THE GRAPHICS DEPARTMENT & A LOT OF TIME - HATS WHY WE DECIDED TO DO SOMETHING - LESS TIME-CONSUMING. - HE FIRST IDEA OF DOING YET ANOTHER - UPSCROLLER WAS REJECTED. - E BELIEVED THIS DEMO DESERVES A SPECIAL - HE IDEA OF USING SCREEN-CAPS FROM THE - VARIOUS EFFECTS WITH CREDITS ISNT NEW, - BUT WE WERENT GOING TO DO THAT IN THE - OLD FASHIONED WAY.. - SING FULL SIZED, FULL-COLOR CAPS IS - A FIRST TO MY KNOWLEDGE & IT WORKS - LSO, THE FILM-FRAME & SEPERATOR BETWEEN - PICS ADDS ALOT TO THE OVERALL LOOK. - OOPING THE PART WAS SOMETHING WE HAD TO - T WASNT SUPPOSED TO END THIS WAY - BUT AFTER COMPLETING THE PART, - DISCOVERED TO MY HORROR THERE'S NO - ROOM ON SIDE-2 FOR ALL THE SCREEN-CAPS. - HIS CAUSED A BIG DELAY AS - BACK TO MOST OF SIDE-2 & TRY TO SQUEEZE - T WASNT EASY & LOTS OF COMPROMISES HAD - TO BE DONE, BUT - FINALLY MADE IT. - IDE-2 OF THE DISK IS 100% FULL, - INCLUDING TRACK 18. - NLY ONE SECTOR IS ALLOCATED FOR THE - ONE (AND RE-DONE) DURING 2002. - ISTEN TO THE CHORDS... - DON'T THEY REMIND YOU OF THE - T CONCEPTION STAGE, THE END PART WAS - GOING TO BE PRETTY BIG, SO THIS TRACK - IS PRETTY BIG AS WELL. - THE PART BECAME WHAT IT IS NOW, SO - LOOPING WAS INTRODUCED TO KEEP ALL - AVEN, THE TRACK HAS - BEEN REALIZED IN A SAD TONE. - IT HAS BEEN A FIRST STEP IN THE NEW - MUSICAL DIRECTION - XPECT MORE OF THIS ILCH FROM - ME IN THE FUTURE. - H BTW, THE TUNE PACKED TO 14 BLOCKS - AND, LIKE ALL OTHER TUNES, WAS TRACKED - IN JCH V20.G4 (SINGLE SPEED). - IRST A WORD ABOUT THE " - PRECEDING THE END PART... IF YOU'RE - WONDERING ABOUT THE GENEROUS PORTION - OF RED THERE, IT'S ALSO BECAUSE OF - THE UNIFORM CRAM REQUIREMENT FROM THE - HIS PICTURE WAS A LOT OF HARD WORK, - SUCK AT BACKGROUNDS.. - HE FACE AND GENERAL CONTOURS WERE - PAINTED RATHER QUICKLY, BUT THE - ND LETTERS AND THE BACKGROUND TO THE - RIGHT OF THE FACE WEREN'T. - DIFFERENT VERSIONS WERE MADE BEFORE - FINALLY HAD SOMETHING DECENT. - 'M SOMEWHAT PROUD OF THIS ONE. - HE REST WAS PRETTY EASY. - REAL EFFORTS LEFT WERE THE SPRITE - CHARSET AND THE FILM FRAME - ALL THE - REST ARE CAPTIONS OF THE PRECEDING PARTS - K.. PERSONAL THANX FROM - ALL THE PPL WHO CARED & SUPPORTED THE - DEMO FROM ITS INCEPTION DAY.. - ISK AND SOME OTHER STUFF ;) - OR BEING THERE! :) - OR ADVICE, AND FOR DOING WHAT YOU DO! - OR YOUR HOSPITALITY & LETTING US USE - 64 TO WORK ON THE DEMO AT - OR THE SUPPORT AND BEING THE #1 FAN - OR WRITING GREAT TUTORIALS! - THER SHOUT-OUTS GO TO ALL THE GREAT PPL - 2001, ESPECIALLY TO THE - ORGANIZERS, THE - AST BUT NOT LEAST, A BIG HI-FIVE TO ALL - DEMO FREAKS ALL OVER THE WORLD! - IP WOULD LIKE TO SHARE A CASE OF - LEU (A TOPNOTCH BEER) WITH THE FOLLO- - WING PEOPLE (IN NO PARTICULAR ORDER): - LL THE OTHER 64EVERERS - - C64 GRAFIQUEZ: - LARGE-HOLES-IN-MEMORY(TM) - DDITIONAL THANX FOR BETA-TESTING: - ND REST OF THE DUDES ON #C-64 ! -

Mortalis Arisen by 64ever

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Mortalis Arisen by 64ever

Mortalis Arisen **** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"MORTALIS ARISEN!",8,1: SEARCHING FOR MORTALIS ARISEN! LOADING READY. RUN - OOCNN 2MMCLL 2KKCJJ 2IICHH 2GGCFF 2EECDD 2CCCBB 2AA] - __ 2^^C]] 2//C[[ 2ZZCYY 6XXCWW 2VVCUU 2TTCSS 2RRCQQ 6PPP - OOCNN 2MMCLL 2KKCJJ 2IICHH 2GGCFF 2EECDD 2CCCBB 2AA] - __ 2^^C]] 2//C[[ 2ZZCYY 6XXCWW 2VVCUU 2TTCSS 2RRCQQ 6PPP -

Mortalis Arisen by 64ever

Mortalis Arisen **** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD" SIDE REQUESTER ",8,1: SEARCHING FOR SIDE REQUESTER LOADING READY. RUN -