You have never seen Alien movie trailer like this before!
Made entirely with PETSCII characters on the Commodore 64.
The demo is downloadable from CSB, "What Is Special Order #937?" by Hokuto Force (2019)
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Insane Amiga like graphics on the Commodore 64? Dreamtime 2k17 by Profik!
How Demos Like "Dreamtime 2K17" Achieve Amazing Images
In this 2017 C64 demo release by Profik, the graphics uses a hires FLI interlaced mode with per-line X-shifts. Resulting in a highly detailed slideshow of images with good color mixing, though it can show flicker on some displays (common trade-off). Still amazing on a Commodore 64, right!?
I am no expert on how sceners achieve such beautiful things on the C64 - I am in awe as to what they do - so I researched this and here's a break down on the techniques Profik has mastered for this demo/slideshow.
Key techniques involved:
1. FLI (Flexible Line Interpretation):
โข Normally, the VIC-II only fetches color/attribute data on "badlines" (every 8th scanline).
โข By tweaking the vertical scroll register ($D011) at precise times each scanline, coders force a badline every single line. This lets the system pull fresh color data per raster line instead of every 8.
โข Result: In hires FLI, you get 2 colors per 1ร8 pixel strip (much finer control). In multicolor FLI variants, up to 4+ colors per very narrow area.
2. Interlacing (IFLI or similar):
โข Two frames are alternated at 50Hz (or 60Hz).
โข One frame is often shifted by 1 pixel horizontally (via $D016 X-scroll).
โข This creates the illusion of higher resolution (closer to 320px effective) and more color blending, as the eye/CRT mixes the flickering pixels. It can look stunning on a real CRT but may flicker more on emulators or modern displays.
3. Per-line X-shifts (D016 writes):
โข Fine horizontal scrolling is adjusted differently on each line to minimize artifacts, optimize color placement, and reduce visible errors in the "FLI bug" area (left side of screen where the trick sometimes glitches).
4. Other enhancements:
โข Sprites as underlays/overlays (in NUFLI-style modes): 8 hardware sprites cover parts of the screen for extra colors or detail without clashing with the bitmap.
โข Precise raster interrupts and cycle-exact code to change registers mid-frame.
โข Custom converters that map modern images to these modes, choosing colors to minimize flicker and maximize perceived quality.
These tricks require insane timing โ the CPU is often busy syncing perfectly with the video beam, leaving little room for other effects. That's why these demos feel magical: they're breaking the rules of the hardware in ways Commodore engineers never intended.
Download this demo from CSDB.
@MuseumCommodore I remember it well. As a proud owner of the 64 & A500 I was shocked. I wonder what they could have been capable of, if they were still around.
๐น๏ธ Is this the smallest language model in the world? I just managed to squeeze JAM, real artificial intelligence into 30 kilobytes, running on a 1979 Atari 800. Just A Model. Fully generative, deterministic language model, powered by a neural network and built to run on 8โbit hardware. Atari Forever.
Is it just me or is the Sky Glass remote control just shit? Battery's need replaced every month. Shit button response, especially the Vol buttons. TBH the TV is shit too.
New release! Featuring new economy system, ability to bookmark trade routes, new mission type, updated UI with new features, new visuals, changes to pirate and police behavior, and more!
https://t.co/a2WFGCZznh
@MuseumCommodore I still get a thrill playing this today. To me it was like an early simulator, with all the adventure of exploration, along with some pretty smooth scrolling. Love it๐