Forum comments in chronological order
Disclaimer: I am not responsible for what people (other than myself) write in the forums. Please report any abuse, such as insults, slander, spam and illegal material, and I will take appropriate actions. Don't feed the trolls.
Jag tar inget ansvar för det som skrivs i forumet, förutom mina egna inlägg. Vänligen rapportera alla inlägg som bryter mot reglerna, så ska jag se vad jag kan göra. Som regelbrott räknas till exempel förolämpningar, förtal, spam och olagligt material. Mata inte trålarna.
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Feb 2025
Anonymous
Mon 3-Feb-2025 04:41
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
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 :)
I've got a tapecart and I wanna play all of them :)
Anonymous
Tue 4-Feb-2025 11:29
Tue 4-Feb-2025 11:29
You rock Man.
Greetings from Athens GR
Greetings from Athens GR
Anonymous
Tue 4-Feb-2025 22:19
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?
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
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.
Anonymous
Wed 5-Feb-2025 03:39
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
Anonymous
Wed 5-Feb-2025 07:13
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
Fri 7-Feb-2025 02:16
Here is a very good analysis of the demo:
https://www.youtube.com/watch?app=desktop&v=Ik1vsMM2EuY
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
Sat 8-Feb-2025 11:54
the song in the back goes insane its so good
Anonymous
Wed 12-Feb-2025 02:25
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
https://www.linusakesson.net/games/autosokoban/?v=1&seed=2001748222&level=1001
Anonymous
Thu 13-Feb-2025 17:58
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
--
ern0
Anonymous
Fri 14-Feb-2025 18:40
Fri 14-Feb-2025 18:40
It's a kind of Magic!
A case against syntax highlighting
Anonymous
Mon 17-Feb-2025 17:31
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.
Anonymous
Sat 22-Feb-2025 09:17
Sat 22-Feb-2025 09:17
(Tech spirits are real.)
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Anonymous
Sun 23-Feb-2025 04:54
Sun 23-Feb-2025 04:54
Awesome demo. Wonderful soundtrack -- thank you for posting an MP3 version too!