Illusion by X-Trade | ||||||||||||||
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popularity : 60% |
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alltime top: #6159 |
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added on the 2001-03-15 14:33:38 by Optimus |
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comments
This demo has some cute fx with normal resolutions and not big pixel blocks. Fx like sphere mapping, a cute screen with a bouncing egg in some 3d dots, a part with distortion and more.. (Ohh,. and some cool music. Btw,. the music is the same cool music as from the demo Nerve by Fatality on Gameboy!)
added on the 2001-03-16 10:59:07 by Optimus
Very cool stuff. That is very messy that X-trade done only 2 prod
this demo won Enlight'96, leaving brilliant Vibrations by DMS/RUSH behind. heh, ofcourse "rotazooming" sonic seduced poor sceners at the party but it looks UGLY! all in all.. interesting music (the tune on gameboy was a remake from this one) though and the demo itself is ugly and really weird, just look at the screenshot.
rockin da pouget! =)
one of the best
dot scrollers owned!
rotozoomer was quite cool too.
abit too short of a demo though.
rotozoomer was quite cool too.
abit too short of a demo though.
of course thumb up
technically very cool demo, but nearly monochrome... where is the SPECTRUM? :)
what diver said ... also really enjoyed the soundtrack.
nice coders work! dark & ld realy professionals of zx demomaking
Thumbs up for the effects and music. Sadly, not on color :(
Great code! Especially the zoomrotator and zooming scroll!
"Illusion" is one of the early ZX Spectrum trackmos. It has virtually no graphics and is fully black and white, but the quality of its raster effects is still holding up even against the current generation of Spectrum demos. The design is distinctly kooky, but the effects are always fresh and the music is truly delightful.
must C
very funny demoflow, cool fx explorations, extraordinary coders work, great
Very funny and nicely coded demo
niiiiiiiiice!
oh cool. :) funny ideas!
Great effects. 128/+3 fix is available here.
@lordcoxis, could you please write a few words about what was your contribution here? I know that at least 5 effects in the original demo would not fit into a frame on ZX Spectrum 128k. Did you simply replace their show(ish) musical player with a modern .PSG-based variation or did you need to work with effect codes directly?
@introspec, unfortunately there was no free space to use .PSG player (specially if one wanted the demo to be able to loop like the original).
Most effects were just a case of moving everything to fast ram, using correct fast ram pages (depending on 128/+2 or +2A/+3) and doing slight optimizations (simpler IM2 routine, etc).
On the rotozoomer, the IM2 table was located in slow ram, which may cause issues with some 128+ models. There was no free space for this anywhere else, so I had to place it in the actual bitmap and choose a vector that didn't look out of place in the picture (if it isn't noticeable then great :).
The textured ball doesn't run in one-frame even with all code/data in fast ram... Took me a while to actually realize that the whole ball doesn't need to be cleared - just clear either the top or the bottom half, according to it's direction.
The final zooming scroller, even after moving all code to fast ram, would skip a frame now and then (depending on which part of the music was playing). I had to limit the zoom factor just a little bit (so it doesn't zoom all the way as on pentagon).
This was one of the first "Pentagon-only" demos that I saw back then and it always bummed me not being able to run it on my Speccy, hence the perseverance ;)
Most effects were just a case of moving everything to fast ram, using correct fast ram pages (depending on 128/+2 or +2A/+3) and doing slight optimizations (simpler IM2 routine, etc).
On the rotozoomer, the IM2 table was located in slow ram, which may cause issues with some 128+ models. There was no free space for this anywhere else, so I had to place it in the actual bitmap and choose a vector that didn't look out of place in the picture (if it isn't noticeable then great :).
The textured ball doesn't run in one-frame even with all code/data in fast ram... Took me a while to actually realize that the whole ball doesn't need to be cleared - just clear either the top or the bottom half, according to it's direction.
The final zooming scroller, even after moving all code to fast ram, would skip a frame now and then (depending on which part of the music was playing). I had to limit the zoom factor just a little bit (so it doesn't zoom all the way as on pentagon).
This was one of the first "Pentagon-only" demos that I saw back then and it always bummed me not being able to run it on my Speccy, hence the perseverance ;)
Still enjoyable today and thanks for the fix lordcoxis!
Quote:
Most effects were just a case of moving everything to fast ram, using correct fast ram pages (depending on 128/+2 or +2A/+3) and doing slight optimizations (simpler IM2 routine, etc).
massive work, thank you!
Wow, you rock Miguel.
My loving demo of old good times running on classic machines, that's great!
My loving demo of old good times running on classic machines, that's great!
cool
This is amazing, thank you so much lordcoxis. I just found out about it in subxtc#5 :)
Very good for 1996.
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