- 357
- 405 157
FairLight - Home of the Real Crackers
Sweden
Приєднався 5 вер 2017
FairLight official youtube channel.
FairLight TV #111, Interview with Matcham of Network
Released 04/10/2024
Intro video: Zo0lon
Video Edit: Zo0lon
Intro Music: LukHash
Intro video: Zo0lon
Video Edit: Zo0lon
Intro Music: LukHash
Переглядів: 181
Відео
FairLight TV #110, Revisiting Compression
Переглядів 88114 годин тому
Released 27/09/2024 Intro video: Zo0lon Video Edit: Zo0lon Intro Music: LukHash
FairLight - Stay Hungry (C64 Demo)
Переглядів 3,7 тис.14 днів тому
Credits: Code: Trident Music: Fegolhuzz Graphics, Dstar, Soya, The Hobbit and Vodka Video Capture: Pitcher Download/Vote: csdb.dk/release/?id=245757
FairLight - Demo Retox (C64 Demo)
Переглядів 5 тис.Місяць тому
Credits: Code: Trident Music: Danko Graphics: Soya, Twoflower, The Sarge Video capture: Pitcher Download/Vote: csdb.dk/release/?id=245170
FairLight TV #109, The making of a thematic demo
Переглядів 1,2 тис.Місяць тому
Released 30/08/2024 Intro video: Zo0lon Video Edit: Zo0lon Intro Music: LukHash
FairLight TV #108, Amiga Revival interview with John Hertell
Переглядів 706Місяць тому
Released 23/08/2024 Intro video: Zo0lon Video Edit: Zo0lon Intro Music: LukHash
FairLight - Beergola Invite (C64 Demo)
Переглядів 434Місяць тому
Released 08/08/24 Credits: Code: Trident Music: Fegolhuzz Graphics: Soya, The Hobbit Video capture: Pitcher Download/Vote: csdb.dk/release/?id=244928
FairLight - The Night the Beergola Boys Turned Into the Beergola-Pågarna (C64 Demo)
Переглядів 560Місяць тому
Released 10/08/24 and came 2nd place in the C64 demo competition at Pågadata 2024 Credits: Code: Trident Music: Fegolhuzz Graphics: The Sarge, tNG, Soya, The Hobbit Video capture: Pitcher Vote/Download: csdb.dk/release/?id=244743
FairLight TV #107, 8Bitdo Mechanical Keyboard.
Переглядів 422Місяць тому
Released 16/08/2024 Intro video: Zo0lon Video Edit: Zo0lon Intro Music: LukHash
FairLight TV #106, SD2IEC for the C64
Переглядів 653Місяць тому
Released 09/08/2024 Intro video: Zo0lon Video Edit: Zo0lon Intro Music: LukHash Additional info received: www.c64.fun/czytaj.php?text=155
FairLight TV #105, Behind the scenes of the 1337 demo with Trident.
Переглядів 1,6 тис.2 місяці тому
Released 02/08/2024 Intro video: Zo0lon Video Edit: Zo0lon Intro Music: LukHash
FairLight TV #104, Behind the scenes with Trident.
Переглядів 7082 місяці тому
Released 26/07/2024 Intro video: Zo0lon Video Edit: Zo0lon Intro Music: LukHash
FairLight TV #102D, Behind the iron curtain with RAF / Vulture Design
Переглядів 4592 місяці тому
Released 25/07/2024 Intro video: Zo0lon Video Edit: Zo0lon Intro Music: LukHash
FairLight - In business no one can hear you scream (C64 Demo)
Переглядів 2,9 тис.3 місяці тому
Released 29/06/2024 at Reunion 2024, and won the C64 Demo Competition. Credits: Music: Fegolhuzz Graphics: Soya Sprite font: tNG Code: Trident Video capture: Pitcher Download/Vote: csdb.dk/release/?id=243781
FairLight - Petscii och findus (C64 SID)
Переглядів 6033 місяці тому
Credits: Music: Fegolhuzz Graphics: Soya Code: Trident Video capture: Pitcher Download/Vote: csdb.dk/release/?id=243782
FairLight TV #102C SID Factory 2 & Hardware Support
Переглядів 4873 місяці тому
FairLight TV #102C SID Factory 2 & Hardware Support
FairLight TV #102B, X2024 David Pleasance
Переглядів 4983 місяці тому
FairLight TV #102B, X2024 David Pleasance
FairLight TV #101B , DJ Enno at X2024
Переглядів 3563 місяці тому
FairLight TV #101B , DJ Enno at X2024
FairLight TV #101A, Reyn Ouwehand Live at X2024.
Переглядів 6024 місяці тому
FairLight TV #101A, Reyn Ouwehand Live at X2024.
FairLight - From The Deep Of The North (C64 Demo)
Переглядів 4,8 тис.4 місяці тому
FairLight - From The Deep Of The North (C64 Demo)
FairLight TV #102A, Walter Konrad interview from X2024
Переглядів 6484 місяці тому
FairLight TV #102A, Walter Konrad interview from X2024
FairLight TV #100 Bonus, 13:37 (C64 Demo) live from X-2024
Переглядів 3,6 тис.4 місяці тому
FairLight TV #100 Bonus, 13:37 (C64 Demo) live from X-2024
FairLight TV, Learn to crack on the Amiga with Galahad, Bonus Content
Переглядів 8465 місяців тому
FairLight TV, Learn to crack on the Amiga with Galahad, Bonus Content
FairLight TV #98, Learn to crack on the Amiga with Galahad, part #2
Переглядів 1,1 тис.5 місяців тому
FairLight TV #98, Learn to crack on the Amiga with Galahad, part #2
FairLight TV #97, Learn to crack on the Amiga with Galahad, part #1
Переглядів 2,5 тис.5 місяців тому
FairLight TV #97, Learn to crack on the Amiga with Galahad, part #1
Interesting history lesson! :) Really smart kids of the 80s when computers were not as common as today.
Agree. Most were in their teens at the time. Still amazes me...
For "option 2" packers (ie. control byte + number of occurrences + value), the packer should pick its control-byte based only on occurrences of each of the 256 possible values that do not occur on their own or in a 2-byte sequence, as those are the only occurrences that increase the size of the compressed data. At least, that's how I did it from EBC V1.6 onward, back in 1991. :)
Yepp of course!
Great explanation on picking which value to use for the packer control byte. WAY back in the prehistoric times I encountered packers, that didn't scan before packing, and used either a hardcoded value or allowing the user to pick which one to use. That would either result in a packer being very inefficient, or the user having to go through a lot of trial-and-error to make sure the packed file wasn't unnecessarily large.
Glad you like it! (And for the rest, this is QED/Triangle - a good friend from ancient times). No scanning you could still get Lucky, if the value picked was one that was likely to be the one a scanner would also find. Looking at EBC it was of course scanning but I seem to remember that when I reassembled it recently, it had errors scanning for values repeating more than 256 times.
@@FairLight1337 I can't fully recall how EBC handled values repeating for more than one page (it was 33 years ago, after all) but seeing as I "remastered" EBC 1.9 to build in KickAssembler back in 2021, it's possible that I could go back and check.
I did the same (the version you did for me on the meeting in Öland).
Holy smoke. I am stunned!
Pretty good, huh? :) There are behind the scenes videos with the team that you might also want to take a look at, to see how the tricks are done.
1) I learned how to use the Matcham time cruncher as a teenager without internet or help from someone in 1988. Was fascinated. Built a pal->ntsc switch into the machine to gain maybe 10% speed for such stuff, but using it would crash the machine sometimes lol. Apart from that I remember Matcham speed packer on the same disk (it's on csdb). Was very much faster and now I wonder how they achieved that... 2) I also thought on Amiga there's only lossless compression until I recently learned how sample 4bit-delta compression works. One of the rare examples for lossy. Has exactly 50% compression ratio as each byte becomes a nibble. 3) Super episode, thanks!
Thanks for watching!
C64 FOREVER!!!
Indeed! You might want to have a look at the behind the scenes videos as well...
@FairLight1337 will do, amazing what these magicians can do with this amazing micro.
Agree:)
Very interesting stuff, thanks for sharing.
Glad you like it!
So nice that you found Matcham and got him to explain & answer questions. He was most def the cruncher king. Also, he didn't live too far from me. Remember 1001 was so proud of their cruncher, the card crucher, which they even put onto cartridge and tried to sell to software houses (going to the PCW show in 1985 or 1986). But compared to Matcham's Time cruncher, it came short. Remember that there were made "special" versions for the biggest groups at the time. So Matcham was respected by the best. I have an HTML file with the code for Time Cruncher, where I made all the Jumps, JSR's and branches clickable so they jump to the correct addresses. It's impressive short. Galleon dived into the source code and came up with his Cruel Cruncher. One that had the 2mhz function for the C128. It shorted the crunching time by a factor of 2.
Note to self: I should watch the whole videos before commenting. 😅 Many of the things I wrote were in the video after the "interview". 😛
Ha ha ha :) There will be more in the interview next week!
When decoding the data, is that done on the fly when reading the data from the medium, or is it first loaded into ram, and then decompressed? If so, how can everything be in the memory at the same time?
You mean self extracting or levels? Self extracting loads the compressed and decompresses in memory. Levelcrunch loads from disk and decompresses on the fly. So the compressed data is never loaded to memory - it comes as a stream and ens in decompressed form.
First thing I think of when talking compression on the C64, Is Turbo 250 by MrZ. If you could arrange an interview with him, then whohoo! :)
That one loads faster. No compression involved. I should have lunch with him in the near future, but I do agree.
@@FairLight1337 Really no compression? I thought that was the only way to get so many games onto a single tape. Well, at least I learned something new today. :)
The programs were of course compressed, at least most of them. But the Turbos means storing the bits as shorter pulses on the tape. A.most efficient (but fragile) way of storing data on the tape.
@@FairLight1337 Ok, so the extra compression with Turbo 250 lies in the actual storage method on the tape? That in itself would be an interesting topic for your next YT-video. ;)
Compression is reducing the size of the actual file. Fast Loading on tape is putting the bits of the file with a higher density. Its not compression. Its like setting and he disk to use 40 tracks. Gives more space on the disk. It doesnt change the files you store there.
Ok. I need to go to X. I heard they were going bi-annual, so only 2026?
Yes, thats next time.
I am only 5 minutes in, but the easy explanation of lossy and losless compression is stunning. I had a need to much more words. But, you got it it right, in the simplicity. Impressed.
I generally feel I am babbling a bit. Im glad you dont see it like that :)
There are a couple of cases of lossy compression being used on C64’s and Amigas: when people store animations using PETSCII chars that are close, but not identical to 8x8 blocks of pixels, and I’m pretty sure those Blender 3D animations in the winning demo from Xenium 2024 used a limited number of redefined chars to store the animations lossy. And on the Amiga and Atari ST, ADPCM is used for sample playback, because it can be decompressed on-the-fly fast enough to be viable in demos. Great video as always! ❤
Vector quantization is probably what you wanted to say. :-) It's used a lot in C64 productions.
@@az09letters92 Aha, I didn’t know it had a name, thank you!
Thanks!
Thanks!
The neat delta (=difference) trick 44:50 occurs in the ultra-hot screen update of gosling-emacs/display.c as well. I think. :)
Those rastersplits at the end are visual music.
Agree :)
Huffman/arithmetic are best applied _after_ the LZ stage unless you use something like LHa that integrates Huffman in its algorithm.
LZ breaks the byte boundaries and the result is totally random. Im surprised if Huffman would work on that.
@@FairLight1337 That's an implementation detail - you can bunch up your bits in batches of 8 and then your literals will all be naturally byte aligned and you give Huffman a chance to find some statistics to chew on.
But then your LZ would not work its best. Is the total really better?
@@FairLight1337 It should just be a different order of your compressed bits, making them more friendly for Huffman. I believe the bit-grouping approach was popular in the later LZSS and similar variants; it makes outputting literals much faster as it is a plain copy not needing bitshifting.
Ok. I guess I need to see this in practice to see if there are efficiency gains. Without having done any statistics on real data, I cant see how this makes sense but it could be that I dont understand the brilliance here.
I love compression (especially on the C64). Made a huffman encoder just for fun. Looked into package-merge algorithm also. RLE of course also. Tried some opmtimizations (ore formatting the string etc. Encoding of the bytecount etc. Can be done in smart ways. I love this kind of stuff 😂)
I do to, as Im sure you can tell :)
@@FairLight1337 indeed! And even thought it is inefficient as hell, it's still fun 😎
:)
Great content, I love it !!!! A lot of your stuff helped me getting back into C64 programming. Soon I will release a new game where you helped with your content.
Humble thanks!
I know it's not competitive... I know it would be a comical idea on the C64... but I really, really like BWT compression. It's such a weird algorithm.
BWT yeah, there others too for RLE.
I dont know what that is. Please share.
Burrows-Wheeler-Transform isn't a compression algorithm in itself, it's a transformation to reorder data for better compression, similar to what huffman encoding does in the LZH format.
@@Kobold666 yes. It sorts symbols by their context, so that symbols with similar contexts come close together. That usually leads to long runs of the same symbol. The surprising thing is that such sorting is reversible.
Ok, still sceptical :)
I built and packaged Exomizer for Solaris 10 on i86pc and sparc platforms. Works like a charm, but lacks a good manual page to go along with it. I wonder who would win: Exomizer or Fast Cruel 2.5+.
@AnnatarTheMaia Exomizer I would imagine, I did some tests using it as both a packer and a cruncher a few years ago and it beat everything I put it agaisnt, although it did have longer depack times. But as its also packing via a PC, takes seconds, not all night. /Pitcher
Crunchers are such a fascinating subject matter. I started with the Time Crunch 5.0, spending many a night crunching, but once Galleon of Oneway released Fast Cruel 2.5+, it was game over: it beat everyone in size. I didn't mind trading time for size because I wasn't competing against anyone and I was trying to save as much disk space as possible, since I had no cartridge, size affected loading times and I didn't have any money to buy more floppies when I was starting out. Disk space therefore was always at a premium: the smaller the files, the more floppies could be freed, since every floppy disk was precious. Back in those days, one could only buy floppies outside of the country, so saving as much disk space as possible was no joke.
My first disk was €6 - for one! So space was indeed previous. Thanks for the post!
Don't recall Fast Cruel, last C64 packer I used was probably AB Packer.
Agree. There were indeed what I used as well before doing everything on PC
You should give Dali a spin. It's the zx0 implementation for the c64. But don't quote me on the tech stuff. It's used in Bitfire and packs fast and decrompressor quickly fast aswell.
Interesting. What are the drawbacks? Footprint of the depacker?
@@FairLight1337 as far as i understood on CSDB it's way faster than exomizer, esspecially when depacking. Tbh i don't know if the pack ratio is around exomizer. You should try it out! :)
The CSDb review looks promising. Thanks for the mention.
@@FairLight1337 There are no drawbacks; ZX0 has same ratio with only about 1/4th the speed of a memcpy. The only other choices are lz4 (for maximum depack speed) or something that goes for max compression like shrinkler or ukpr.
Dali looks promising. I need to have a look at the size of the depacker as well. Retrofitting games with level crunching, you tend to have very little memory left. So zero page usage and memory footprint of the depacker is key.
Great interview with PEX aka Mahoney, who was a huge inspiration for me back when I was coming up with ideas on how to make demos. I liked how he or they designed their demos (him and Kaktus). And also in the last 10 years and his newer C64 productions. He's a legend. When I see a new production uploaded to csdb I am always excited. One thing you two talked about: Pre-Internet, you had to buy technical books (written in English, which was not my first language) and try to figure out how it worked on a C64. I can relate to 6:28 a lot. I was going around to those who were skilled and ask questions, like all the time. I bet some of the people I asked felt I was asking too much 😂 As I was often younger than them, they felt like "will this kid never stop ask about stuff?". But I have a way to get along with most people, being humble and using my social skills. That helped/helps. Soon as I was able to sit alone in front of the computer and try to tweak the memory (with machine code commands) and experiment, so I managed to climb the skill-ladder. There were a lot of people I looked up to back in the early days (1985/86). Legends like 1001, Star Frontiers, Sodan, Pure Byte, Migges (a lot of other scene people as well) and Dave Collier (who made my favorite games working for Ocean). Years later I was able to meet Pex at X2014, I think, and that was one of my most memorable moments. I was so nervous I almost had problem speaking.😂But it was great to meet one of my childhood heroes. I treasure that moment meeting him IRL. Especially impressive that he went on to learn Amiga coding and make stuff for it. Specifically, "His Masters Vocie" megademo and the tracker software. Amiga was a bridge too far for me to learn how to code in machine code. Then PC's took over and I soon discovered I could make stuff without knowledge about machine code. Using software under DOS/Windows I could still be creative and make stuff. I became more of a designer than programmer. I did go back to C64 around 2004, but then other stuff took over. But the last 10 years I have kept an eye with the active scene. I am more of a historian these days... Collecting original software, read up on history of C64 games, etc. But I do like to program some C64 stuff, to see if I still got the skills to make routines on my own. Thanks for uploading this. Very interesting. I have watched it twice now 😆I do like your channel. And btw, I am using your improved Action Replay in Vice at the moment. It's the best cartridge for my use. PS: Pex should dig into his parent's basement and find those tapes - I would have liked to see the progress of how he got better. I am sure others are too.
Humble thats for this. A really appreciated comment! I have been blessed with meeting Pex a number of times both on parties and also just out having evening beer. A great guy.
Awsome.i will jam to this shit for eternity
Its a pride in our portfolio. So have a look at 1337 as a more current example of what we have achieved.
Well... I think to this day this one might just really be the *best* ... awesome!! ♥
Humble thanks. It is sure up there fighting for the top spot at CSDb.
My mind is utterly blown. You guys really outdo yourselves at every turn.
Humble thanks :)
:05 Is that sprites on the side and top/bottom borders at the same time? Impressive!
Not sure which part you mean but this demo include sprites all over the screen :)
@@FairLight1337 It's the part at the very beginning where the starfield goes from right to left on top of all borders (it seems). I know sprites can be on top of the borders with some trickery, but didn't know they could be on the side and bottom borders at the same time. In any case, well done!
Of course they can. :) Have a look at our 1337 demo and then especially the FLESCOS part. There you have sprites really covering all of the screen.
@@FairLight1337 Cool. I'll check it out. Thanks!
My pleasure...
Nice one!
Humble thanks! So watch the full range of videos - one episode about all the technical details and one about the project and the artistic aspects.
This is so good. Congrats to team FairLight.
Humble thanks. Dont miss the episodes that look behind the scene. The episode with Trident showing all the tricks and the one with the team on how to collaborate to build a demo such as this one.
never disappoints
We try not to :) In this one we had key contribution from Red Crab.
Damn, FLT. Another great prod. Amazing what you folks can do with a 40 year old piece of hardware.
Loving doing it is a good start. And thanks for being part of an audience that justified us doing it.
True Masterpiece! Unbelievable. I had to doublecheck whether it runs on real C64 and it does! Greetings from Poland!
Of course it does :)
The video here is recorded from real hardware
Everyone who had C64 saw this intro.
I guess so. Have you seen episode 30, which is the background of the intro..
@@FairLight1337 not yet. Where can i see it ? , i have seen demo 13:37 , pretty cool . This is nostalgia , perfect time it was. By the way best regards from Poland.
The Fairlight TV channel has episodes numbered - number 30 is about the intro. Also contains and interview with Dave Hanlon, who did the music.
@@FairLight1337 ok , thanks a lot . Got You. I will watch this.
Great - enjoy :)
So, the two guys and the girl : are they part of the Fairlight crew or are they just down with Fairlight and shit?
You mean on the picture? Id have to pass that question to Soya. Generally speaking, they are not real ;)
Thanks, Fairlight, for another great production. You're killing it!! And I'm gonna skip breakfast!
Breakfast might be the most important meal of the day. Watching a demo will not stop you from watching a demo. Do both! :)
Not sure what that means but thanks I guess :)
Is the soundtrack SID only? If yes, wow, if not, still wow. The song (and the demo) kick ass.
You mean if additional sound was added to the video? Nothing was added. Download and run it yourself to validate.
@@FairLight1337 No no, I was thinking if the instruments were samples or sid. I’m not that familiar what the C64 is soundwise but this was impressive.
There is nothing in the c64 that does sound, except the SID. So samples are also SID. I cant say if they are used here but my assumption is clearly not. This is plain sounds.
Great work
Humble thanks.
Insane what you can squeeze out of a C64.
True. Compare todays demos to the ones on the 80s, its a night and day difference. Id say 1337 is a better example of that, but glad you liked this one as well.
è pura magia!
Humble thank :)
Great, now i want a Fairlight FTL T-Shirt :S
Glad you like it. We have our Redbubles shop. www.redbubble.com/people/fairlight-flt/shop?ref=artist_title_name
ça m'a donné envie de bouffer des dragibus
Dragibus?
Excellent!🤩
Thanks :)
Big YES!!❤🔥
Humble thanks
Rasters and (sprite) Serpent! + much more cool stuff... GR8 prod again! Love the small detail on the ball in greetz part!
Humble thanks :)
Master Clas Demo Perfect Guys;)
Humble thanks!
This is how u do it :)
Passion and effort
Trident 🤗💪🍺🍺🍺so oldschool yet so much new to show, pure bliss
Striking the balance... :)
Do you use in-house tools to create the SID music or is there an available program that's used?
Cheese cutter or Goat Tracker would be two very fine option. No internal tools in this area.
The mostly used tool today is Goat tracker which runs on PC, Mac and Linux. If you are open for Cross Plattform Development then I would recommend you to look at that!
@@soyayofu Awesome! So I guess you take the output file and use an interrupt routine in your C64 program to run it concurrent with the main program? It's been decades since I did any programming for the C64. Just curious.
The end result is no different that what it used to be on the native machine.
@@FairLight1337 That makes sense. I guess there's a stub player that runs on the C64 using the data output by Goat Tracker or Cheese Cutter? Is there a standard SID format or does each SID programmer do their own thing? Sorry for all the technical questions.
Howdy Hackers!
Howdy indeed :)