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C64 Demos
We admit it, nothing stunning here!
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TuSh is a techdemo of a forthcoming tube shooter style game.
The loader system is based on the one from Covert Bitps,
as well as the tracker and the tune.
Graphics has been made mainly with Photo-Paint and converted with utilities we wrote.
Some technical note: the background uses in its three animations 192 characters,
the other 64 characters are used for the 16 soft sprites (the moving "DIGITAL MINDS 2008" banner).
Background uses 4 colours, soft sprites 3 colours (never use character specific colour).
The main starship is a hard sprite drawn into at every frame since only 1/4 of the rotations
are stored in memory, the others are computed by X, Y or X-Y flipping the stored ones.
The finished game will use multiplexed hard sprites for close enemies and soft sprites for
far enemies and bullets.
Download the zipped D64 archive here.
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SLayer Mk2 is a demo that shows a scrolling sprite layer that covers the whole screen.
The sprite layer is composed of 8x6 expanded sprites, covering a hires area of 320x240 pixels.
The horizontal resolution is 320 because the horizontal border is not opened.
But the vertical border is opened, so why the resolution is only 240?
Six sprites multiplied by 42 pixels = 252.
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Well, in order to make the vertical size of sprites a multiple of 8 and having the sprite
"reloading" happen always at the same distance from badlines, the sprites are limited to 40
lines instead of 42.
The other improvement with respect to the first SLayer demo is that the sprite pointers
are all 8 changed at once, by changing video page. Since this is done on a normal line (i.e.
a non-badline), the characters shown on screen are not changed, but the sprite pointers
are read on all lines so they are changed. Then the new sprite pointers are copied
to the original video page which is restored before the next badline.
Download the zipped PRG file here,
the sources are available here.
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SLayer shows a scrolling sprite layer composed of 7x5 expanded sprites.
Horizontal resolution is lowered to 288 pixels (6 expanded sprites wide) to permit
the scrolling.
Download the zipped PRG file here,
the sources are available here.
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SoTeMo Demo flickers like hell!
It shows how interlace can be used with text modes to produce nice
results, exactly like using interlace with graphic modes gave birth
to IFLI and similar techniques.
The name comes from "Software Text Modes".
The screenshot has ben grabbed with CCS64. This emulator merges
successive frames together in 256 colors pictures, and if your
monitor's refresh rate is synchronized with emulator's you don't
see flickering quite at all.
The demo has been tested also on a real C64 and it performs OK.
Background tiles have been grabbed from Puzzle Bubble, then converted
to C64 as two tiles that are displayed alternated on screen.
Download the zipped PRG file here,
the sources are available here.
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This demo shows a big "DM-2003" scroll text made of blocks grabbed
from The Great Giana Sisters.
Ehrr, result is OK, but it is programmed very badly, no interrupts,
all busy-waiting loops, what a shame!
Download the zipped PRG file here,
the sources are available here.
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How ugly and flickering this demo is!?
This was just a test for trying moving a character over a background.
The walker (grabbed from Rainbow Islands) is not a sprite, it is made
of characters and when "painted" in a position the characters it
replaces are merged with him, to simulate a real sprite.
Download the zipped PRG file here,
the sources are available here.
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