Assembly 2002 64K Combined Intro Winner

Just checking task manager and how much memory the demo was using once it had 'decrunched' and it came to a whopping 32,708KB .... !! :eek:
 
I don't know much about how its done either but I'd guess there are a few reasons why this isn't used in games.

Most of the shapes and textures in these demos look like they could be produced mathematically but I would think it would be very tricky to create models of people and the textures seen in games in the same way.

Secondly there is no need to do it. In the intro compo its the rules that the demo is under 64kb. For a game the limit's generally 1 or 2 cds :) .
 
I think some of the "old skool" VIC 20 and C64 demos being done today are mightily impressive. When I left the scene, people were just starting to do flat-shaded polygons, but now, I've even seen faked bump environment mapping. Rather impressive for the old 6502.
 
DemoCoder said:
I think some of the "old skool" VIC 20 and C64 demos being done today are mightily impressive. When I left the scene, people were just starting to do flat-shaded polygons, but now, I've even seen faked bump environment mapping. Rather impressive for the old 6502.
I hear ya! I wonder what we would get on our screens if people would crunch out on current PC's as much as they do on the C64.. I mean, that old'n'trusty C64 can do such amazing stuff, considering the speed and tech generation.
 
8)
OK, I´ve said it before, but I´ll say it again.

They use the compression tool called "UPX".
If you use this tool to decompress "Squish.exe" you´ll find that the uncompressed size is 3 178 496 byte.


Edit: PS. The reason this kind of tool isn´t used for regular games is that the compression only work for executables. I should think one huge exe file wouldn´t be that practical ;)

rubank
 
It really has nothing to do with the fact that its an exe. UPX ran on "regular" executables like Netscape or Emacs results in about a 3:1 compression ratio, very comparable with zip/bzip/et al.

back on the C64 I use to pack 200 block executables down to like 8 blocks (25k to 2k) because the executable is segmented into many different memory areas with long strings or ZEROs or SINCOS and other data tables in between. These zero blocks and data tables compress lot.

I bet Squish's miraculous 64k -> 3megabyte compression is really just an archifact of the different parts of the intro exe and data being scattered around leaving large chunks of BSS segments with nothing inbetween.
 
Hmmm... anybody else having trouble running this? The screen flashes once, and I'm back to the desktop. :-? I'm running a Kyro2 with drivers from June of this year.
 
I loved that blur/ out-of-focus effect that happens in some moments... it gives a great movement feeling, and even provides a fantastic antialiasing in the scene! Could someone explain me how is it done?
I wish I could turn such effect on by default in my games, just tweaking some registers... :-?


Rodrigo
 
Another way of getting higher compression ratios is to make use of data and code from the OS. I think many intros use OpenGL and/or Direct3D for the graphics, General-MIDI for music, and Truetype for the fonts.

...you know, there is one place where intros are used in the games: All the modern consoles have intros they show during boot-up. The Xbox intro is pretty nice, for example (More blobs in caves, though. :p I wonder if some demo team did it?)

But practically speaking, unless your're coding a console startup animation that has to fit into limited ROM space, there isn't much point to writing code as tight as the intro code. Especially because it limits you to using generated textures and geometry, which gets old pretty quickly.
 
Just for the record : I am amazed.

Not so much by what I see graphically (sue me : it's not that great 3d-tech wise) but by what I see that only "cost" 65kb of hard drive space. I did realize that some sort of compression scheme is used that is tied extremely closely to an executable but it doesn't take anything away from my amazement that this can be done with so little.
 
KnightBreed said:
Hmmm... anybody else having trouble running this? The screen flashes once, and I'm back to the desktop. :-? I'm running a Kyro2 with drivers from June of this year.

I have the same problem and I also have a Kyro II based graphics card.

The readme suggests you need a fifth generation graphics card so I would assume the demo use HW T&L.
 
I think it was pretty cool, definately one of the better 64K demos I've seen. Its weakness is the music, its dull. Very dull and not really tied to the animation. About the graphics. Well loops are virtually free, and this guy knows. I liked the combination of effects, but the blurring was too over utillized. Generally not up there with the best farb-rausch demos, but much better than average. He should mostly work on his music, farb-rausch got that part covered neatly as we have seen multiple times. But don't forget, this guy is alone.
 
CMcK said:
KnightBreed said:
Hmmm... anybody else having trouble running this? The screen flashes once, and I'm back to the desktop. :-? I'm running a Kyro2 with drivers from June of this year.

I have the same problem and I also have a Kyro II based graphics card.

The readme suggests you need a fifth generation graphics card so I would assume the demo use HW T&L.

from what i saw it takes render_to_texture and probably cubemaps (but not sure) for that demo to run.
 
asm02 :(

Samma här.
Didn't quite find Asm02 demo's / intro's great. Though the squish was ok, the Vic-20 demo's crunched my ass off. C64 demo was boring as their winner pc demo..

Last year was much better :) its 4 years since we released anything.. no it isn't.. we released an "intro-demo" last year.

Anyway, I think the new arrangements in competition were ridiculous (voice and no-voice music and stuff..)
 
Uncompressed the squish executable is not 3MB

It is just 60KB shy of 32MB's.

Yes that is right.. not 3MB... 32MB! EEeeKKkk! :eek:
 
misae said:
Uncompressed the squish executable is not 3MB

It is just 60KB shy of 32MB's.

Yes that is right.. not 3MB... 32MB! EEeeKKkk! :eek:

Look, you are probably not serious, but you can do 4 KB intro (.exe size 4 KB) that uses say 256 MB memory when checked out from the task manager... It's has nothing to do with _compression_ of the original executable. And for Reverend, do check out :

http://www.scene.org/dir.php?dir=/demos/groups/farb-rausch/

Especially, the "08" and "019" intros. THOSE guys could gamecoders a few tricks ;) (Allthought some of them probably are game coders these days).
 
fresh said:
Yeah, nothing compared to seeing Second Reality for the first time. I watched it every morning before school for about 1 year , hehe.

Hahahaha I did that too. Man that demo was awesome.

Anyway, I loved that demo. Amazing, especially for 64kb. The blurring effects were brilliant, as was the render to texture stuff... Lurvely
 
No I wasn't serious I was very serious. ;)

Another question.. what's up with the _underscore_ to emphasise a word? Is bold not good enough for anyone? :(
 
misae said:
Another question.. what's up with the _underscore_ to emphasise a word? Is bold not good enough for anyone? :(

It's easier to do an underscore than to write UBB code.
 
I still wonder why on earth ppl consider Second Reality so high, if the two main coders are just BS talkers...

or do I really have to remind what these guys do nowadays?

btw, I and few my friends just met Trug IRL at the Assembly. We had a very nice conversation. :)
 
Back
Top