████████████████████████████████████████████████████ ████████████████████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██████ ██████ ████████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████████████ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████████████ ████████████████████████████████████████████████████████ a terminal demo prompted into existence ASSEMBLY 2026 · AI Coding (Vibe Demo) · m64 WHAT THIS IS ──────────── An AI's love letter to the demoscene - a real-time demo that runs entirely in a text terminal. Every pixel is an ANSI character. No OpenGL, no framework, no game engine, no video player: 177 x 49 characters become 177 x 98 pixels, sixty times a second, for exactly five minutes. IN THE ZIP ────────── pxlv-linux the demo, x86_64 Linux (the compo PC) pxlv-apple-silicon the demo, Apple Silicon macOS pxlv-screenshot.png a screenshot pxlv-1080p60.mp4 video recording (from individual frames, 100% smooth) readme.txt this file FILE_ID.DIZ the short form, as tradition demands HOW TO RUN ────────── Fullscreen terminal (F11), then: ./pxlv-linux Needs at least 177 x 49 characters - the demo checks, and tells you. Keyboard only; ESC quits. It runs exactly 5:00 and exits by itself. One self-contained binary, about 13 MB, with the soundtrack "Pixel Surge" embedded as mp3 - no install, no assets folder, no dependencies. Copy it and run it. Note: the demo adapts to the terminal size, and was built for 16:9 - 177x49 chars. You can increase the font size for the intended experience. With 49 lines you get the full height (witdh adapts). AI TOOLS USED ───────────── CLAUDE CODE (Anthropic - Opus 4.8, Opus 5, Fable 5) Wrote 100% of this demo's code: every scene, every effect, the director and timeline, the fonts, the texts - 39,713 lines of Zig, in 782 prompts across 82 sessions. Not autocompleted: co-directed. m64 said what he wanted and judged what came back; Claude designed and wrote it. SUNO 4.5 The soundtrack "Pixel Surge" - from this ONE prompt: "Chiptune EDM with Game Boy and Commodore 64 colors, driving four-on-the-floor pulse and syncopated arps; verse section rides nimble 8-bit lead motifs over PWM bass and tight kick, pre-drop strips to filtered pulses and rising noise, chorus hits with wide detuned brass-synth stabs and octave leaps, final drop slams with layered arps, pitch bends, and a last-hit stop, Bright, punchy, high-voltage mix with crisp sidechain pump and retro sparkle, chiptune, edm" Suno returned 5:40 at 140 BPM; we cut 40 seconds by hand in Propellerhead Reason (a DAW) — to exactly 5:00, which is exactly 700 beats. (Suno Pro; full rights.) NOT AI - written by hand, by m64: movy, the terminal graphics engine this runs on (15,673 lines of Zig, 210 commits, no AI); the direction; the pixel art; and every decision about what stayed in. So: the machine wrote the demo, on an engine a human built for it. That felt like the right way around. HOW IT IS MADE ────────────── Zig 0.15.2. The renderer is movy's: a float framebuffer with a second, persistent glow buffer that blurs and decays every frame - which is where the bloom and the neon trails come from, for free. Pixels are half-block characters, so one cell is two pixels and the aspect comes out square. Output is a hand-rolled dirty-row ANSI writer that only repaints what changed - that is what makes 60 fps in a terminal possible at all. Everything is a pure function of the beat: the demo plays identically every time it is executed. 55,386 lines of Zig, engine included. All of it in this room. CREDITS ─────── code . . . . . . . . . . Claude Code (Anthropic) music . . . . . . . . . Suno 4.5 engine, direction, pixel art, arrangement . m64 PXLV logo 1 visually inspired by Dragon ^ Death Sector / Heineken, 1990. --- m64.overdrive@gmail.com we came in neon and gratitude. thank you for forty years of pixels.