Forum comments in chronological order

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Feb 2025

Nine

Anonymous
Mon 3-Feb-2025 04:41
Glorious. Best demo of 2025

The evolution of C64 games 1982–2023

Anonymous
Mon 3-Feb-2025 10:20
Amazing video and game compilation! I'm just coming back to dust off my c64. How many of these games run on an unmodified machine?
I've got a tapecart and I wanna play all of them :)

Nine

Anonymous
Tue 4-Feb-2025 11:29
You rock Man.

Greetings from Athens GR
Anonymous
Tue 4-Feb-2025 22:19
This work is really magical. Great tune!

I tried running the PRG on VICE, but it fails with "?SYNTAX ERROR IN 2059".
Is the file corrupted?
Anonymous
Wed 5-Feb-2025 02:45
"MULTIPLEXIUS" so maybe each sprite gets 8/9 time, and the flicker is not noticeable? I don't know, I was an Atari kid.

DuckTales, The Moon

Anonymous
Wed 5-Feb-2025 03:39
Lovely. Holds up well. I was happy to notice, when my kids were watching the new version of the Ducktales cartoon, that this musical motif was in the background of an episode about the Moon: https://www.youtube.com/watch?v=XHLAZoNB0Vg

Nine

Anonymous
Wed 5-Feb-2025 07:13
It seems obvious that some kind of wire or string is used by the magician to float those numbers as they are always only floating horizontically but not vertically. I bet there are at least five people in the ceiling puppeteering all those numbers around. As we just saw a video of the trick perhaps further editing - removal of said strings - is involved.
Anonymous
Wed 5-Feb-2025 07:42
Each number is built from parts and there is 8 types of that. Am I right? That's the reason of 7 shape.
Anonymous
Wed 5-Feb-2025 07:44
Each number is built from parts and there is 8 types of that. Am I right? That's the reason of 7 shape.

Edit:
Oh, you shared code. I will check that soon.
Amok64
Olivier BERNHARD
Wed 5-Feb-2025 12:04
Each number is built from parts and there is 8 types of that. Am I right? That's the reason of 7 shape.

Edit:
Oh, you shared code. I will check that soon.

Did not see where the code was shared, but anyway, lovely demo, and above the nice trick, It's just juicy from a art perspective. I love it !
Anonymous
Wed 5-Feb-2025 12:19
Did you use interlace. That would let you move a sprite from the upper half of the screen to the lower half by using a hardware interrupt. Many games, like Commando, used this technique. /Thomas
Anonymous
Wed 5-Feb-2025 15:38
Did you use interlace. That would let you move a sprite from the upper half of the screen to the lower half by using a hardware interrupt. Many games, like Commando, used this technique. /Thomas
That is not what interlace is about, and yes "sprite multiplexing" can allow you to reuse sprites again vertically , which is why the demo puts them side by side horizontally to show that it is not as simple as that old trick.
Anonymous
Wed 5-Feb-2025 15:51
Sprites were multiplexed across vertical raster lines (over 8 sprites, sometimes up to 120 sprites). Until the Group Crest released Krestage 3 in May 2007 there was the common perception that no more than 8 sprites could appear at one raster line, but assigning new Y coordinates made it reappear further down the screen.
Anonymous
Wed 5-Feb-2025 16:22
My guess is that one number is made out of characters and the characters' pixels are animated (changed in memory)
Anonymous
Wed 5-Feb-2025 18:04
My guess is that one number is made out of characters and the characters' pixels are animated (changed in memory)
Can't be in the border then.
Anonymous
Wed 5-Feb-2025 18:13
Open top border creates a junk char, you can place the sprites behind it. You could smooth out chunky multi-color sprites this way, as a type of anti-aliasing, so I think the top part is sprites placed as a bitmap, the reason they stay closer together.
Anonymous
Wed 5-Feb-2025 20:52
If each number is a sprite, then 6 and 9 share the same sprite code (just flipped). I'm 64% sure I am correct.
Anonymous
Wed 5-Feb-2025 21:13
If each number is a sprite, then 6 and 9 share the same sprite code.
C64 allows you to mix and match any sprite data as it's just a pointer to a memory location divisible of 64, but it does not allow you to tell it to draw the sprite flipped or mirrored.
Anonymous
Wed 5-Feb-2025 21:30
Krestage 3 in May 2007
Wide the side effect that the whole sprite engine missed the start of the next line, the reason they use a windowed font.
Anonymous
Thu 6-Feb-2025 10:23
Here is a very good analysis of the demo:
https://www.youtube.com/watch?app=desktop&v=Ik1vsMM2EuY

And indeed the demo is very much magic. There is not a single trick being used throughout the demo, but just like a great magician makes you believe something through smoke and mirrors. Extremely well executed Linus, huge props.
Anonymous
Fri 7-Feb-2025 02:16
Here is a very good analysis of the demo:
https://www.youtube.com/watch?app=desktop&v=Ik1vsMM2EuY

Except it hand waves the top border effect, which has something to do with ghost byte and sprite crunch.
Anonymous
Sat 8-Feb-2025 11:54
the song in the back goes insane its so good

Autosokoban

Anonymous
Wed 12-Feb-2025 02:25
I managed to solve this one, eventually, but thought it was a really interesting style of solution:

https://www.linusakesson.net/games/autosokoban/?v=1&seed=2001748222&level=1001

Nine

Anonymous
Thu 13-Feb-2025 17:58
Sprite re-using is a decade old trick on C64. Even large/multicolor images are made with the help of multiplexed sprites (1. combining with normal char/gfx screen makes possible to break the 4-color-in-a-character barrier 2. sprites can be displayed on the border area).
--
ern0
Anonymous
Fri 14-Feb-2025 18:40
It's a kind of Magic!

A case against syntax highlighting

Anonymous
Mon 17-Feb-2025 17:31
I'm actually scared of trying it. I fear I cannot program without the funny fancy colors. I want to argue he is wrong, that in fact syntax highlighting does not interfere in understanding the semantics. Guess I will just ignore this post.

A Mind Is Born

Anonymous
Sat 22-Feb-2025 09:17
(Tech spirits are real.)

∆__∆
(•Д•)
|ээ
|ээ

V

Nine

Anonymous
Sun 23-Feb-2025 04:54
Awesome demo. Wonderful soundtrack -- thank you for posting an MP3 version too!