https://linusakesson.net/scene/nine/index.php [linus1] linusakesson.net (show navigation) (hide navigation) * [ ] Swedish content [Configure site] Site search: [ ] Navigation Home & news Random page All pages Databases Fortune cookies SID themes Page collections Blag Chip music Chipophone Games Hardware projects Music downloads Obfuscated programming Piano music Sane programming Scene productions SID related pages Software downloads Underhanded code Video clips Featured pages 15 Years of Scene Spirit A-machine A Mind Is Born Autosokoban AVR Programmer 64 Bach Forever BASIC Music Blackbird C64 Theremin Chipophone Chuck Rock Commodordion Computers Craft Craverly Heights in Dialog Dial-a-SID Dialog Elements of Chip Music Evolution of C64 games Faking Fissile Material Family Bass Fratres GCR decoding on the fly Glyptodont Live Guitar Slinger Hanlon Fugue Hardsync Impossible Bottle Kernighan's lever Live at Fjalldata Lunatico Machine Yearning MISC Music For Microcontrollers Nine Padme Parallelogram Partita Prelude Paulimba Perpetual Fragility Poems for bugs Qwertuoso Safe VSP Sidreloc Sixtyforgan Sommarfagel Spillhistorie Spindle v3 Tenor Commodordion Three PETSCII pieces TTY demystified Vivaldi Summer Presto Vocalise Watch Room We learn the nibbles Wings I've lost in dreams Withering Bytes Fund my projects Patreon Steady Don't miss Page thumbnail The evolution of C64 games 1982-2023 Forum Register Log in Latest comments Syndication RSS feed Feedback Music downloads Video clips Scene productions Chip music Nine Nine is a small, seemingly impossible C64 demo that I released at Fjalldata 2025. I'm working on a video that explains how it works. If you can't wait, there's always the machine code monitor... Download * lft-nine.prg (C64 executable, 14.0 kB) * Linus Akesson - Nine.mp3 (MP3, 4.9 MB) Posted Sunday 2-Feb-2025 08:11 Discuss this page 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 for det som skrivs i forumet, forutom mina egna inlagg. Vanligen rapportera alla inlagg som bryter mot reglerna, sa ska jag se vad jag kan gora. Som regelbrott raknas till exempel forolampningar, fortal, spam och olagligt material. Mata inte tralarna. Anonymous Mon 3-Feb-2025 04:41 Glorious. Best demo of 2025 [Report abuse] [Quote & reply] Anonymous Tue 4-Feb-2025 11:29 You rock Man. Greetings from Athens GR [Report abuse] [Quote & reply] Anonymous 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? [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Amok64 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 ! [Report abuse] [Quote & reply] Anonymous 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 [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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) [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] Anonymous 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. [Report abuse] [Quote & reply] [Post a new comment]