Just Dance 64 by Algotech | ||||||||
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popularity : 63% |
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alltime top: #3957 |
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added on the 2011-11-23 21:38:48 by algorithm |
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this is fucking awesome :)
rulez added on the 2011-11-23 21:40:53 by Queen_Luna
!!1
haha :)
cool routine, shit (f)artist. pig.
What bittin said!
Absolutely brilliant!
really nice routine, horrible musical choice :D
poppy. Sounds badly in WinVice, at least with my settings. Any special requirments for choice of SID emulation/chip?
cool, nice remix too
Fucking awesome! C64 has raped everything, the fx, the gfx and now the sound and compression with things like this and cubaase64 and others. Wow!
B-BOY TRONIK
Lady Gaga.
Graga: resid-fp + new SID might help.
Graga: resid-fp + new SID might help.
rulez
Yes.
well done.
sounded not bad under VICE OSX, except a background hi-pitched noise :)
Which is more like the foreground hi-pitched noise :P
But yeah, like edhellon said, switch to something like 8580R5 3691 (reSID-fp) and all is good.
There should not be an issue with 6581 or 8580 on real c64. ResidFP or the latest Vice sc builds including Hoxs64 should emulate the audio more accurately.
There have been reported issues with some drives. Will be uploading a fix (using updated loader) at some point later on today
There have been reported issues with some drives. Will be uploading a fix (using updated loader) at some point later on today
yes.. we really have to choose a resid+fp... which I wonder how it sound on a real hw.. because without it, the foreground hi-pitched noise make the experience horrible... (as I cannot imagine this sound quality would have been cool to show). I am impress seeing the drive loading while the digital continue! :)
How many % of rasters lines left to do something else? Great work! :)
How many % of rasters lines left to do something else? Great work! :)
Technical breakthrough it seems! => rules!
Try the youtube link created on real hardware by lemming here..
http://www.youtube.com/watch?v=gweMviVlDUU
The reason for the whistling noise i assume must be due to the inaccuracy of the emulator. Running the demo also in Hoxs64 and the WinVice 2.3 Sc build works fine with no background hum.
There are plenty of raster lines left (even including the streaming and video decode+it can be optimised further :-)
http://www.youtube.com/watch?v=gweMviVlDUU
The reason for the whistling noise i assume must be due to the inaccuracy of the emulator. Running the demo also in Hoxs64 and the WinVice 2.3 Sc build works fine with no background hum.
There are plenty of raster lines left (even including the streaming and video decode+it can be optimised further :-)
WoW...
algorithm: wow, thank you for the youtube on real hardware link by lemming! As I would have to flight to Europe and see it on a Pal C64.. ;)
I was thinking if you have enough resource left, I wonder if you could draw some filled polygones and create the dancer animation base on few coordinates. Probably in a very low res.. like 40x25... Hum, also can you jump into the audio stream to divide the song into patterns and play them.
I found the audio quality amazing, even if it's too blurry to understand the lyrics. But it give a great style! It could be combine with some instrumental part where would be sid-chip only giving more resources. Humm.. for sure C64 has still a good future in front of him! :)
I was thinking if you have enough resource left, I wonder if you could draw some filled polygones and create the dancer animation base on few coordinates. Probably in a very low res.. like 40x25... Hum, also can you jump into the audio stream to divide the song into patterns and play them.
I found the audio quality amazing, even if it's too blurry to understand the lyrics. But it give a great style! It could be combine with some instrumental part where would be sid-chip only giving more resources. Humm.. for sure C64 has still a good future in front of him! :)
There is still ample processing time left. However there are better and more efficient alternatives for video display instead of using polygons on the c64. I have already created some type of pattern sequencer based on this type of audio compression.
Audio quality can be improved immensely utilising interpolation as well as creating more prediction steps in the encoder (which would not require any change in the decoder at all) or to use smaller audio chunks and encode optimum step sizes for these (halving the block size would only increase each compressed buffer filesize - around 8k originally by 240 bytes)
Audio quality can be improved immensely utilising interpolation as well as creating more prediction steps in the encoder (which would not require any change in the decoder at all) or to use smaller audio chunks and encode optimum step sizes for these (halving the block size would only increase each compressed buffer filesize - around 8k originally by 240 bytes)
algorithm: Wow, great.. so maybe we will see something great again in 2012! ;)
I was suggesting polygones... as I did some work on (see demo: pure) but end up with a routine that take same resource as drawing outlines with lines would do. But, hey.. your idea of pattern sequencer is better.. because, I end up with a tool that I realize I have to manually redraw all images and to be smooth, I needed 7 images per seconds.. so for a 30 seconds.. 210 images to draw.. (isshh, was soo painful that I told myself.. now I know why there was not many demos like that!) ;-P
I was suggesting polygones... as I did some work on (see demo: pure) but end up with a routine that take same resource as drawing outlines with lines would do. But, hey.. your idea of pattern sequencer is better.. because, I end up with a tool that I realize I have to manually redraw all images and to be smooth, I needed 7 images per seconds.. so for a 30 seconds.. 210 images to draw.. (isshh, was soo painful that I told myself.. now I know why there was not many demos like that!) ;-P
May see something earlier than that. Yes not many demo's which utilise the vector polygons for imagery. Two that stand in mind are the two demo's from Spaceballs on Amiga. State of the Art and Nine Fingers. Where i believe each image was converted into three bitplanes and vector traced manually (nine fingers) with the previous demo (state of the art) manually traced by hand.
algorithm: yes, this is what I believe too that they did with State of the Art and Nine Fingers. That's why I was thinking about this way. At first, I though they have store every single frame and did a compression, but I don't think it would have fit on the 1 (or 2 for 9 fingers) disks.
From what i have read, State of the art was vector traced by hand, and a tool was developed for creating the vector points for nine fingers. Seen your demo 'pure' very original and i love the vector dancers. Have a look at my 'Algodancer 2' demo for some video decoding. I have also developed a tool for converting to this format (CSAM V3) at CSDB
Very nice.
cool tech!
Yes, I saw Algodancer2.. in fact, I started to work on my video bezier-tool in december 2010 and got a meeting in january with two members of our demo group while showing them the tool. I show them the classic demo 'state of the arts'. Then the week after, I saw your demo on pouet and I told them.. it's kind of funny how sometimes we want to do something and it happen that someone, somewhere.. is just thinking about the same thing as I do! But.. when I saw your tool CSAM v3. , I was happy because I though.. hum.. you are looking probably for subset of patterns store them in charset and try to minimize the number of charset and number of differences in each frames... ;)
Btw... What is the average bytes rates per seconds? Me honestly my first thought about storing bezier vector coordinates was to achieve a 64 bytes per seconds when packed+compressed... in order to one day came out with a 64kb intro on PC with that vector shadow anim.. It's may be completely irrealistic.. but I think we have to be ambitious to do something amazing just like you did!
Btw... What is the average bytes rates per seconds? Me honestly my first thought about storing bezier vector coordinates was to achieve a 64 bytes per seconds when packed+compressed... in order to one day came out with a 64kb intro on PC with that vector shadow anim.. It's may be completely irrealistic.. but I think we have to be ambitious to do something amazing just like you did!
c64 coders, will you ever stop?!
CSAM V3 works via applying (optional) motion static removal which keeps the next 8x8 block identical if changes are below a certain threshold. this will help with the pre-packing. The next major stage is the pairing of the most identical 8x8 blocks until there are only 256 blocks from the many thousands. Then the clustering is applied where each 8x8 block from the entire animation is clustered together with the most closest match in the 256 charblocks.
The pre-compression stores 8 consecutive identical charblocks in the next frames in 1 bit. if there is any action in the 8 byte sequence, this is compressed further via bit based rle. (This is bugged in CSAM V3) I have fixed the delta compression and may release it at some time.
This compressed data can be compressed further.
On average it purely depends on the video contents. Simple based images (such as full screen shadow dancers etc) would be compressed to around 100 bytes per frame or so. (around 1k a second if updating at 10 frames)
The pre-compression stores 8 consecutive identical charblocks in the next frames in 1 bit. if there is any action in the 8 byte sequence, this is compressed further via bit based rle. (This is bugged in CSAM V3) I have fixed the delta compression and may release it at some time.
This compressed data can be compressed further.
On average it purely depends on the video contents. Simple based images (such as full screen shadow dancers etc) would be compressed to around 100 bytes per frame or so. (around 1k a second if updating at 10 frames)
Lady C64
Excellent work.
Wow, you C64 heads really don't know when to stop, do you? :D
Pushing out of the boundaries...
Video capture please? :)
forgot to thumb
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
http://www.youtube.com/watch?v=7OY7mvUZw0o
whaaaaaat!? D: Smells of best technical achievement award
New demonstration released
http://www.pouet.net/prod.php?which=58359
http://www.pouet.net/prod.php?which=58359
C= 64 Gaga ;)
tech pron
Just amazing.
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