eighteen by Dekadence [web]
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popularity : 66% |
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alltime top: #1575 |
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added on the 2015-04-05 21:43:12 by ham |
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comments
I really like the light-hearted presentation and flow, that put a wide smile on my face during the compo. Top that off with good code and effects in 64k and you get a great prod. Thumbs up!
I agree with the previous comment.
What Kylearan said, even though I usually don't like the style.
oldskool for the win
ST-01!!!1 Lovely!
Great!!!
Loved every single second of it, good stuff Britez0r! :)
Oh, and greetings to Wal o/ nice to hear some new tunes from you! :)
Funny and interesting, seems pretty legit.
Britelite always delivers
Impressive and fun to watch, good work.
really bloody cool :D
nice to hear some new ziks from Wal too \o/
nice to hear some new ziks from Wal too \o/
Excellent, loved it!
Excellent... real good idea and great execution!
Megademo in 64k \o/ YouTube
Very nice. A fun retro concept with solid execution and code, to me this is the good kind of "oldskool". Lovely music from Wal too, as always. Happy birthday guys! Btw, that "unreadable" scroller wasn't unreadable at all :)
64K real megademo in 2015, omg
+++ for the crazy old school sprites record <3
+++ for the crazy old school sprites record <3
Nice.
Kind of lovely!
An oldschool megademo, more stylish, in 64k ?
Those guys forked the 80's and made it even more awesome.
Those guys forked the 80's and made it even more awesome.
Neat!
The music while loading is tad to loud, and the spriteballs should be yellow (not green). No further critique :) Thumb!
Niiiice :)
great
Many musics, many quite different parts. Reminded mit a bit of dies irae. :)
An Amiga megademo in 64K, fantastic job boys! :) What next? A megademo in 4K perhaps? :D
Loved that on the bigscreen. Impressively much stuff in 64k. \o/ for the nice bob-record, even if cheated a bit.
Oldskool style with a newskool flow. Kickass.
Cool idea and very good implementation ... i like this!
Yep, this does it for me!
Like it, really.
.haha
Classic Megademo with loading & decrunching, many one-screeners, animation and everything that makes a proper megademo ... in 64kB.
NUTJOBS !! :D
NUTJOBS !! :D
Cool concept and execution - rulez!
Cool Megademo. It's funny to see something like this these days :)
Nice tongue in cheek with the sprite record but it's easy to pull with a different curve and a vertical symmetry. No doubt you guys can pull an impressive amount of sprites using the same curve, but that's not really possible in a 64kb, or is it ?
Nice tongue in cheek with the sprite record but it's easy to pull with a different curve and a vertical symmetry. No doubt you guys can pull an impressive amount of sprites using the same curve, but that's not really possible in a 64kb, or is it ?
Funny and entertaining.
like what you've squeezed into 64kb.
endpart floffy + precalculated animation lol ! :D
Love the idea of a megademo!
ZOMG A MEGADEMO IN 64K!!!
my favourite intro from the compo <3
my favourite intro from the compo <3
Impressive amount of FX in 64KB.
About the sprite record, what p01 said , more information here : 16*16 Sprite Record History
About the sprite record, what p01 said , more information here : 16*16 Sprite Record History
Worked really well in the compo, congrats!
holy sh*t at wobble scroller! Is there a longer part of the "loading & decrunching" music? so smooth
64kb Megademo! :)
This was great entertainment on the big screen! <3
thumb up for the last part - really nice four color distorted DKD logo in a background.
regarding sprites, hmm... that's pity that they are mirrored, and I would expect a much more due to hardware support and biltter
regarding sprites, hmm... that's pity that they are mirrored, and I would expect a much more due to hardware support and biltter
ops, and thumb up
Simply amazing and very entertaining.
Nice production in an old-skool vibe :)
I think the limit with blitter for 16x16 pixel bobs in 2 bitplanes was around 240, maybe a little more... but this is with some small DDFSTART & DDFSTOP values to reduce bitplane DMA bandwidth, and copper writes to set the blitter off. I may be wrong.. it's a long longgggg time ago.
I think the limit with blitter for 16x16 pixel bobs in 2 bitplanes was around 240, maybe a little more... but this is with some small DDFSTART & DDFSTOP values to reduce bitplane DMA bandwidth, and copper writes to set the blitter off. I may be wrong.. it's a long longgggg time ago.
Music!
very nice! (scroller too ^^)
Pretty nice, and excellent job fitting it all into 64k :)
Dan: at least 384 "sprites" are possible on Amiga (without using sprites, of course...). A few less if you decide to not go full cynical lamer like the ST record. More, if you actually use *real* sprites. ;)
Going CPU only, MHz for MHz ("if you are good at optimizing"), the Amiga can do 5% more sprites than the ST record (reserving some time for proper music and scroller).
This is all with four bitplanes on.
If Leonard (I think it is?) responds to the record part he'll probably have a problem with the vertical mirroring, but then again he knows what he did to pull off his record so probably he won't raise a fuss ;)
Dan: at least 384 "sprites" are possible on Amiga (without using sprites, of course...). A few less if you decide to not go full cynical lamer like the ST record. More, if you actually use *real* sprites. ;)
Going CPU only, MHz for MHz ("if you are good at optimizing"), the Amiga can do 5% more sprites than the ST record (reserving some time for proper music and scroller).
This is all with four bitplanes on.
If Leonard (I think it is?) responds to the record part he'll probably have a problem with the vertical mirroring, but then again he knows what he did to pull off his record so probably he won't raise a fuss ;)
Shit what a nice release!!!
Nice idea! Feels like the real thing. :)
Nice concept and execution. Thumbs up!
Photon, interesting topic.
Can you post any example for those 5% CPU faster sprites?
Can you post any example for those 5% CPU faster sprites?
excellent execution :)
Ten thumbs up for the great idea and execution.
really nice
Great demo! Btw it's nice to see amiga try to beat my record!
Unfortunatly, 352/2=176 sprites :)
I guess record from 2005 is still open :)
Unfortunatly, 352/2=176 sprites :)
I guess record from 2005 is still open :)
:)
@Leonard: there are also some cool 8bits attempts.
http://www.pouet.net/prod.php?which=13538
http://www.pouet.net/prod.php?which=13839
http://www.pouet.net/prod.php?which=22357
@Leonard: there are also some cool 8bits attempts.
http://www.pouet.net/prod.php?which=13538
http://www.pouet.net/prod.php?which=13839
http://www.pouet.net/prod.php?which=22357
Forgot the best
http://www.pouet.net/prod.php?which=26263
http://www.pouet.net/prod.php?which=26263
@britelite: yes I get it. Anyway 176 without offline data generation is really nicely done!
Nice prod in spite of that nasty attempt at starting another war with Atari folks. We rule over you guys ! :) By the way even tho I'm an Atarian, I truly hate these silly sprite records, they all look so ugly (hello Leonard :)
Nice demo for beginners!)
Now this was cool. Loved it.
got no word for this :)
Megademo done properly in 64k! Excellent!
Megademos rule, especially in 64k! Great stuff, special greets to Wal :)
Viewing the video on youtube, especially the "loading&decrunching" parts, I forget this was a 64K prod in the first place and tought it was a standard full-disk prod. Good job, thumb up.
That "Megademo" style is a great idea but getting it done in 64k is just incredible! Love it!
A lot off stuff for 64k even some screens are just average. For me the "end part" is the best one.
Good presentation and very nice music. Quite interesting use of old STxx samples in the modules.
Funny thing, nice parts, what could have been placed on DD disk before now in 64kb. Only Amiga makes it possible :) 64kb megademo!
Nice. liked the epic DMA Design-style intro . A lot of references in there,ot the least from this. Strong intro very full.
proper
Great idea and execution
yes
nice 64k, Megademo and Happy late 18 years DKD and some Atari and Amiga bashing
2015-04-09 19:00:03 by DanLemon
2015-04-11 01:49:28 by Photon
And where can I feast my eyes on those 240 and 384 bobs? And what are the specifications? Are these masked bobs? 240 is a lot but seems to be doable with a (slightly) reduced screen size. But 384? I don't know. Is that a purely theorectical number and what would be the restrictions? A screen as small as a stamp?
Quote:
I think the limit with blitter for 16x16 pixel bobs in 2 bitplanes was around 240, maybe a little more... but this is with some small DDFSTART & DDFSTOP values to reduce bitplane DMA bandwidth, and copper writes to set the blitter off.
2015-04-11 01:49:28 by Photon
Quote:
...at least 384 "sprites" are possible on Amiga
And where can I feast my eyes on those 240 and 384 bobs? And what are the specifications? Are these masked bobs? 240 is a lot but seems to be doable with a (slightly) reduced screen size. But 384? I don't know. Is that a purely theorectical number and what would be the restrictions? A screen as small as a stamp?
2021-08-27 16:04:31 by ROG_VF
I see Photon has released this year his sprite record attempt:
https://www.pouet.net/prod.php?which=90591
Quote:
2015-04-11 01:49:28 by Photon
Quote:...at least 384 "sprites" are possible on Amiga
And where can I feast my eyes on those 240 and 384 bobs? And what are the specifications? Are these masked bobs? 240 is a lot but seems to be doable with a (slightly) reduced screen size. But 384? I don't know. Is that a purely theorectical number and what would be the restrictions? A screen as small as a stamp?
I see Photon has released this year his sprite record attempt:
https://www.pouet.net/prod.php?which=90591
Exactly, why not to do a megademo in 2015 !
Lovely tiled floffy.
Goof stuff!
No... Good stuff! :).
Old school! ST-01 FTW!
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I need to check it on my A500. Anyway, you have my premature thumb up!