algorithm information 172 glöps

- general:
- level: user
- personal:
- first name: Naveed
- last name: Khugiani
- demo Commodore 64 8Bit Passion by Onslaught [web]
- Ahhh. Good find there. Although i prefer the remake of it more
- isokadded on the 2012-11-22 22:11:03
- demo Commodore 64 8Bit Passion by Onslaught [web]
- Basic info on the tech as follows...
Realtime vector quantizer decoder via nmi.
Demand based streaming of next sample loops.
All running on 1mhz c64 with no expansion and one side of floppy drive. - isokadded on the 2012-11-20 20:30:57
- demo Commodore 64 8Bit Passion by Onslaught [web]
- It was merely a last second of the moment release and should not have really been put in the demo compo. There is not much activity on the screen just a scroll text, but supposed to be merely a tech demo to demonstrate the realtime sample decoding streaming and sequencing on stock hardware.
The woman on the demo is sylvia saint and the original music by joy lab. A track called "passion" - rulezadded on the 2012-11-20 20:22:38
- demo Commodore 64 8Bit Passion by Onslaught [web]
- Youtube link here. Captured from Emulator. Sounds better on a Real C64.
http://www.youtube.com/watch?v=kiQcacqaQV0&feature=youtu.be - isokadded on the 2012-11-18 20:51:02
- demo Commodore 64 8Bit Passion by Onslaught [web]
- Quick audio decode demonstration using realtime sequence based decompression and streaming. Nearly 3 minutes of Audio at high quality. Specifically made for the Syntax 2012 Demo party. If running on emulator, make sure you use minimum WinVice version 2.3 (Will also work on Micro64 or Hoxs64) If transferring to real c64, make sure you transfer all 40 tracks.
- isokadded on the 2012-11-18 20:37:47
- demo Commodore 64 Algotecher by Algotech
- Was just a quick exercise of creating a typical trackloader (was going to make the demo a two side demo) but decided to release it as it is and release some other gfx / audio inventions as seperate tech demo's
Information on the demo parts as follows
Intro
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Features particle dissolving (Algotech logo) and wobble text along with a 5 screen high bitmap (not fake boobies this time! :-))
Woman (Page 3 - Poppy)
The entire bitmap is in memory and decompressed in realtime via run length decoding. Does not use VSP hence nearly all the processing time is spent on plotting the bitmaps. Features color bitmap fader
Intro loader pic
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Utilises custom spatial dithering to increase the appearance of shades (far more superior than the usual floyd steinberg methods)
color clashes are reduced by utilising sprite underlays (MUCSU mode). Woman - Kristanna Loken
Woman rotator
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Video decoding in realtime utilising my face matching vq routine which analyses video and gives more importance to choosing facial
features for the codebook. Utilises bit based delta decompression compressing each frame to around 32bytes to 1000 bytes. Woman (Page 3 - Poppy)
Full screen distorter
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Running at 50 frames per second. 320x200 4 color bitmap distorting in x and y. (Woman - Sylvia saint)
logo distorter tile
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utilises additional tile based compression (used as a filler while next part is loading)
MUCSU-FLI
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FLI per line with multicolor sprite underlay - The ultimate non interlaced gfx quality. Utilises Pal blending (Woman - Sylvia saint)
Loop animation
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Tile based VQ decompression compressing each frame to max 240 bytes (usually around 80-100 bytes or less) Used as a filler while next part is loading
Twister
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Bitmap rotator in x position with the ability for each scanline to have a different rotate offset.
Multiple Dancer
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24 dancers on screen at once each with a different animation frame offset
Color VQ
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Realtime decompression in bitmap mode (16 colors) frame rate leaves a lot to be desired. Optimised version will be in next
movie demo. This is merely to show the quality that can be achieved in standard multicolor mode. (Woman - Sylvia Saint)
Interlace pic
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Interlaced charpic used as a filler while next part is loading (Woman - Sylvia Saint)
DYPP
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Large scroller which bounces across the screen with each pixel line having a different offset
MR-FLI
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Ok. Ok. I will release the converter soon. An example of the color mixing capabilities in this mode. (Looks awful on emulator without true 50.12 refresh rate, but near photoquality on TV) - (Woman - Sylvia Saint)
The End
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Another picture utilising Spatial Dither (In MUCSU mode) (Woman - Sylvia Saint) - rulezadded on the 2012-02-14 03:01:09
- demo Commodore 64 VQ-Mania by Algotech
- If it was not for the long digitized sequence (without looping) it would be possible to playback around 3 minutes of video (at over 8 frames per second) An idea for the next production would be to use sequenced audio that is in ram (the routine is actually ready) and stream the video only (this would allow faster frame rates) due to non reliance of constant loading of audio data. Any c64 demonstration using more than standard 1571 floppy and stock c64, i am not interested in
- isokadded on the 2012-01-10 19:46:20
- demo Commodore 64 Just Dance 64 by Algotech
- New demonstration released
http://www.pouet.net/prod.php?which=58359 - isokadded on the 2012-01-09 14:44:17
- demo Commodore 64 VQ-Mania by Algotech
- Just some quick general information about this demo.
Realtime audio decompression with 8 bit playback at approx 7812 samples a second. Its more advanced than the previous demonstrations and due to this, uses more processing time. It is based on vector quantisation yet again, however more waveforms are available resulting in clearer audio at higher compression rates. NMI playback code is running in zero-page. 1024 waveforms with each waveform having 16 8 bit data values.
The audio data is streamed from floppy while sample playback/decompression is occuring.
Further to this, I have introduced an addition to the VQ Video technique which can compress each frame to around 60-150 bytes on average.
The video is decoded in realtime with bit based delta decompression and block expanding which allows one lookup byte to fill a 16x16 pixel area. All this running at 8fps together with the audio decompression and loading
Playback can run much faster, but need to give the loader a chance to load all the audio and graphics data before
A note about the music.. Its nearly the entire audio from start to finish (over 3 minutes) I cropped out some sections to enable me to fit some additional video sequences. I could have halved the audio space as there were some repeating parts in the sequence.
Audio is compressed to less than 500 bytes per second (this equates to 4kps data rate!)
Each video frame is compressed to around 100-150 bytes per second (around 8kbs per second at 8 frames per second)
I have activated a low pass filter on the audio (this removes the audible distortion due to me not using stable NMI), Better on old SID, ofcourse i could have used either stable NMI or sid detection and set filter accordingly.
Comments and critisms welcome. Code could have been optimised further, but it has achieved its objectives. VQ-Mania indeed! - isokadded on the 2012-01-09 14:21:46
- demo Commodore 64 Just Dance 64 by Algotech
- Work in production for another c64 demo. This time utilzing audio sequencing. audio decompression routine has been optimised allowing video decode (tile based 2x2 vq). 25 second preview here (non design yet) just looping video and audio
http://www.youtube.com/watch?v=7OY7mvUZw0o
- isokadded on the 2011-12-18 21:49:16
account created on the 2011-01-25 21:59:22