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GOLC   [2013]

GOLC Released by :
Camelot [web]

Release Date :
5 May 2013

Type :
C64 One-File Demo

Released At :
Demo of the Year Competition 2013

Achievements :
C64 Demo Competition at Demo of the Year Competition 2013 :  #2

User rating:*********_  9/10 (48 votes)   See votestatistics
*********_  9.4/10 (19 votes) - Public votes only.

Credits :
Code .... Slammer of Camelot
Music .... Linus of Camelot, Crest, Resource, Tristar & Red Sector Inc., Viruz
Graphics .... Biz Kid of Camelot


SIDs used in this release :
Senior Nielsen Licking Velvet(/MUSICIANS/L/Linus/Senior_Nielsen_Licking_Velvet.sid)

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by HCL on 9 June 2016
You pretty much killed the discussion there Cruzer.. Good work ;)
User Comment
Submitted by Cruzer on 7 November 2013
It's actually a giraffe.
User Comment
Submitted by Zierliches Püppchen on 7 November 2013
Cool part ... the sound is awesome. And a quite cool Ape!
User Comment
Submitted by Linus on 6 November 2013
Now I don't wanna destroy your dreams, mate, but you're seriously lacking in the uterine orifice departement. When do you finally realize that, huh?
User Comment
Submitted by Jammer on 5 November 2013
Sascha, I want your babies! THE TUNE!
User Comment
Submitted by Sander on 13 August 2013
Linus <3
User Comment
Submitted by Jak T Rip on 10 August 2013
The part rocks, and having you back here, Slammer, ROCKS SO MUCH!!!! Also thank you for Kickassembler (being platform independent).
User Comment
Submitted by Linus on 28 May 2013
Yup, same here!
User Comment
Submitted by sLASH on 28 May 2013
Really nice - i especially likes the music from Linus.
User Comment
Submitted by PAL on 23 May 2013
really nice! it is fresh...
User Comment
Submitted by JAC on 10 May 2013
Nice one. I'd say it's all up to clever arrangement of the GFX "as often as required".
User Comment
Submitted by Linus on 8 May 2013
@Wisdom: Regarding the tune ... you're easily impressed, huh? ;)

Thanks for all the kind words!
User Comment
Submitted by Oswald on 8 May 2013
slammer, in other words: this part makes me feel stupid ;)
User Comment
Submitted by Slammer on 7 May 2013
Thanks for all the kind words!

Monte: Guess the camels are hiding in the side border. Raz (who made them) is a bit busy with starting his own firm, but I don't think it's impossible that he will come back. Btw. A lot of the old camels are getting active these days.

Oswald: There are a lot of different areas of code to cover on the c64 and only few people have covered most of them (Graham and HCL springs into mind) You are probably not the vic-style kind of guy, while it would be a change of style to see Crossbow doing vector. Hope you can enjoy this anyway.
User Comment
Submitted by Wisdom on 7 May 2013
The fact that Slammer is back in demo business actually rocks more than what this part technically achieves. Also, brilliant, brilliant tune! And stylish graphics.
User Comment
Submitted by Yogibear on 6 May 2013
A very cool production! And what a great sound! The filter basses are very interesting. I must learn how to do them!
User Comment
Submitted by Monte Carlos on 6 May 2013
Where have you left the camels from Camel Park
? They deserve to come back, too!
User Comment
Submitted by Fredrik on 6 May 2013
Very good tune!
User Comment
Submitted by anonym on 6 May 2013
Me likey. Good work guys. On top of it, I like the effect before the scroller appears - simple, but nice touch.
User Comment
Submitted by Slammer on 6 May 2013
Clarence: I actually tried to get Bizkid to draw something with a more varied pattern, but in the end it would make it harder not to exceed the 60 blocks limit since it would crunch worse, so I guess i didn't push that hard :-)
User Comment
Submitted by Clarence on 6 May 2013
@Slammer: thx, I agree with Oswald, you could use some better suited graphics, but I'm not complaining.

@Deekay: Groepaz is right, masking sprite pointer trash would be only problem IF the routine used sprites over the graphics area, but in this case no sprites used.

@Cruzer, I'm still a bit confused, you really should update Routine Inventor to show what can be done with all these latest tricks. :D
User Comment
Submitted by Slammer on 6 May 2013
Deekay: The routine can display any fli-picture. Its the real deal.

Hcl: It's correct that the challenge is the varying height.

Cruzer: I think it will be hard to do Safe VSP if you also are going to have a fli picture on the screen. I guess you will have to find a faster way of doing safe VSP than the one LFT already found, and that would be a cool routine in it self.
User Comment
Submitted by Cruzer on 6 May 2013
Now let's wait for "safe AGSP with GOLC" by lft :)
User Comment
Submitted by Oswald on 6 May 2013
having no idea how is this done makes it hard to appreciate for what it is. I think a logo on the top would suit it better and having a seamlessly wrapping texture (if possible). cool job pushing the limits again. and nice to see slammer being active.
User Comment
Submitted by chatGPZ on 6 May 2013
and why would you need to black out the sprite pointers in the scrolling area anyway?
User Comment
Submitted by HCL on 6 May 2013
@Deekay: I don't think that is the case. A LineCruncher always shows some kind of gfx, used in many productions before. The problem is that a LineCruncher for moving gfx like in this case will have varying height. I guess the trick here is to display just any possible gfx and still not use badlines.. like the famous char-stretch mode. Then it's *just* to copy the gfx to wherever it needs to be to get displayed.. One of my better explanations i suppose :P.

This one really kicks all the other entries imo. A world first displaying gfx in a seemingly impossible area. Made me wonder for quite a while how it was done, and i'm still not sure i got it right.. That's what i like with a release!!
User Comment
Submitted by lemming on 6 May 2013
he's back
User Comment
Submitted by DeeKay on 6 May 2013
Amazing! ;-) But lemme speculate for a second here: This needs eight times the bitmap scattered all over the memory for the Linecrunch area - which means that your FLI picture can't be arbitrary but needs certain areas that have to be "blacked out" using the color/screenram, like e.g. the spritepointers?
User Comment
Submitted by HCL on 6 May 2013
Totally mind blowing!! A second top-part by Camelot, and with Slammer returning to business. I'm getting a bit sad that you don't save gems like this (and Cruzer's tech-tech) for your own demo(s), but just like Exotic Excitement, it's probaby too lame for the mega trackmo ;).
User Comment
Submitted by Mirage on 5 May 2013
there's always a really nice 'je ne sais quoi' thing surrounding camel demos... like this one as well
User Comment
Submitted by Slammer on 5 May 2013
Clarence: There is no limitations on the graphics. Any 4 colored picture can be showed in the GOLC area and I do belive this can be improved to show more colors.
Monte: No, the vsp is an old-fashioned unsafe vsp - There is no rastertime left for making it safe.
User Comment
Submitted by Monte Carlos on 5 May 2013
Everything could have been possible in 1983. I just mean, that sceners today have more experience and can concentrate also on these details like pretty movement tables. Back then the emphasis was more on the linecrunch itself and ofcouse also on the gfx.
By the way, is this a "save VSP"? I also read in the scroller about the history of that part (which was started in 2008 and finished in 2013) which strongly reminds me of the progression of my own parts. ;)
User Comment
Submitted by psych on 5 May 2013
Love this tune Sascha....You rule my friend!
User Comment
Submitted by Ejner on 5 May 2013
Wow Slammer, this kicks ass big time! :-) Graphics is really nice and the music is ruling!
User Comment
Submitted by Clarence on 5 May 2013
Interesting, some nice coding here, looks like the bitmap must be stored in an unconventional way to do this.
Is the upper gfx limited in color density, or just looks a bit like it?
The music is very cool too!

@Monte Carlos, I don't think old 1 screen agsp routines couldn't have this kind of movement, they had just a simpler sinus.
User Comment
Submitted by Monte Carlos on 5 May 2013
How much it is about making a good trajectory for the movement. Those old linecruncher (besides that crunch area trick) did not have this varied scrolling. Thats something new of the modern demos i think
User Comment
Submitted by Dr.j on 5 May 2013
very quality code and design. i like it!
User Comment
Submitted by Burglar on 5 May 2013
ace agsp with top gfx! slammer active \o/

love the tune much much much. and the flipic is awesome too.
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