Okay, I know the C64 quite well. It definitely cannot do this! - Say most of us who know the system well, but not well enough to figure out how you guys did some of this! :D
Why the hell could they make em’ like this back in the day, can you imagine how many systems and games they would have sold?!? Breathtaking graphics, sick music and amazing presentation!!!
Pretty simple reason - the C64 load times. You'd have to wait a minute and a half for it to load. Modern C64 emulators can skip that process completely. And since a project like this has to be nearly perfectly choreographed with the TV's video signal, you're going to get a LOT of bugs. More than likely this was coded in 6502 Assembly directly (C doesn't work well with this CPU as it is, and like I said everything needs to be not just frame perfect but scanline-perfect) and that's one hell of a task when you have to wait for a minute and a half every time you want to bug test
Not a c64 coder(atari st) but you can cheat like f**k writing demos knowing you don't have useless stuff like user inputs, collision detection and game logic to worry about.All the system is yours.
They're already mentioned but LeChuck, Marvin (the paranoid android), Purple Tentacle (getting sloshed), Leisure Suit Larry (hitting on Leia) and Indiana Jones (meeting Han Solo). More characters were planned, but we couldn't fit them in. It was great fun putting these characters in there and The Sarge took my ideas and pixelled a super nice scene. Gotta love animation in multicolour images!
Funny how we keep finding new things to accomplish on this old platform from 1982. Have a look at demos made back then and compare it to this to see how far we've come. Question: Is it possible to have more than 8 sprites on a horizontal line WITHOUT flicker? I know on the old Atari 2600 they could do this by resetting the line position of the player/missile graphics ahead of the video beam, allowing up to 6 on a line instead of 2. Can this be done on a 64 as well?
you can not really have more than 8 sprites on c64, after a sprite is displayed its GFX data is pushed out from a shift register (thats inside the video chip) and gfx data is not reloaded even if you change X coo and the chip will display empty gfx.... Sprite GFX is loaded on the left and right side of the screen, it is possible to display a 9th sprite but only in every 2nd gfx line, and it must be on specific X coordinates and only every 2nd gfx line is possible to have 9 sprites so, not good for anything :) All this is because this uses 2 lines's gfx load to display the same HW sprite twice, its complicated :)
@@kangarht Hey, thanks for the explanation! Yeah, having that 9th sprite sounds like it's more trouble than it's worth. Is it possible to have more than 8 sprites on a line WITH flicker? If the gfx data is pushed out immediately after it's displayed then probably not, if it's not reloaded until the next raster line. At the time of its release, having 8 fairly large hardware sprites was pretty impressive by itself. It's too bad the C128 didn't improve on this aspect of the VIC chip (though other additions were welcome, like true 80 column mode, etc). Would be interesting to think about what a VIC-III would have been, but about that time the Amiga was about to come out and I guess they were pouring their resources into that platform.
@@JustWasted3HoursHere flicker is no problem, hence then you are in completely different frames then. But c64 doesnt really needs to useflicker, 8 sprites per line is usually more than enough, and if not enough, then software sprites can still help. c128 is not what it should have been, it should have more of what the c64 can do, but it isnt, sadly its because of chip designers left commodore and there was no one to make VIC-III or SID II :)
@@kangarht True about the flicker. I wasn't thinking straight. Of course they would be on alternating frames... (for 30hz flicker, or every 3rd frame for 20hz flicker, etc. The Atari 2600's Pac-man employed something like 10 or 15hz flicker and it is hard to look at). I do seem to remember that a lot of engineers left Commodore at that time to do other things (largely due to their disillusionment with Commodore management), and that's a shame. Would have been cool to hear a SID-II with, say, 6 or more voices or see a VIC-II that can have more, larger and/or better sprites and other capabilities. And the WDC 65816 (and 65C816) was introduced in 1983, so they could have theoretically used that backwards compatible processor in the C-128 and REALLY had some fun (more addressable memory, much higher clock speed, etc). Oh well, hindsight is "20/20" as they say...
That excited me more than the whole Disney trilogy lol
I LOVE C64 ❤ FOREVER ❤❤❤
Mesmerising...
Mind blowing, simply mind blowing. 🤯🤯🤯
This was probably one of the best I have ever seen. Just wooow...!
Okay, I know the C64 quite well. It definitely cannot do this! - Say most of us who know the system well, but not well enough to figure out how you guys did some of this! :D
Stunning, imagine if this appeared back in the day... people would have shit themself... literally
I certainly did!
Then I watched the demo.
Yeeeees!!!! DOOOOOOOPE
Not only is this made with incomprehensible skill, it's super entertaining in itself, dear god this is good.
Graphix and sounds are exellent. Mega cool and ironic demo.
And always remember: The C64 is from 1982 !!!! .... respeeeeeeect!!!!!!!
For sure one of the best C64 Demos I've ever seen.... and there have been quite a few over the past 35 years...
Same here. This one stands out!
this will be an all timer! Great one, I think one of the best I ever saw on my old Machine! WHOW! Is the only word, that will reach it :)
Probably the best execution of any c64 demo ever!
That credits tune is haunting.
Beautiful demo. Stunning effects, great music. All things are in a right place, as it should be.
Hats off.
The SID chip does a perfect job for the Star Wars theme music!
So cute, so epic. Mind blown!
Long time ago i knew most of the members in Censor design crazy and cool guys
Epic! Simply epic! Code, graphics, music, flow, humor and overall creative direction that is simply out of this world. Thank you, Censor Design. 👏
What an awesome an greatfully work on a c64. The best demo on c64. Thank you for this masterpiece! :)
I may have died upon seeing this in the 80's.
Why the hell could they make em’ like this back in the day, can you imagine how many systems and games they would have sold?!? Breathtaking graphics, sick music and amazing presentation!!!
Pretty simple reason - the C64 load times. You'd have to wait a minute and a half for it to load. Modern C64 emulators can skip that process completely. And since a project like this has to be nearly perfectly choreographed with the TV's video signal, you're going to get a LOT of bugs. More than likely this was coded in 6502 Assembly directly (C doesn't work well with this CPU as it is, and like I said everything needs to be not just frame perfect but scanline-perfect) and that's one hell of a task when you have to wait for a minute and a half every time you want to bug test
Not a c64 coder(atari st) but you can cheat like f**k writing demos knowing you don't have useless stuff like user inputs, collision detection and game logic to worry about.All the system is yours.
Amazing Demo! This is way more than I’d thought would be possible on the c64. Truly mind bending stuff. C= forever!!!
OMG this was amazing!!!! two thumbs up all the way!!!
irre was man aus der brotkiste alles rausholen kann. thanks, dude !
Absolutely stunning - and wow, that credits music!!
The sound is amazing.
Awesome !!! Really good, #Respekt for doing this, ✌
Sound is outstanding! All is very creative!
The music alone is already awesome!
Super.
Excellent
I love the cameos! :D Eddy (Iron Maiden), Purple Tentacle (Maniac Mansion), Marvin (Hitchhiker's Guide), who else is there?
Larry and Indiana Jones :)
Le Chuck (Monkey Island)
good cameos, great memories
They're already mentioned but LeChuck, Marvin (the paranoid android), Purple Tentacle (getting sloshed), Leisure Suit Larry (hitting on Leia) and Indiana Jones (meeting Han Solo). More characters were planned, but we couldn't fit them in. It was great fun putting these characters in there and The Sarge took my ideas and pixelled a super nice scene. Gotta love animation in multicolour images!
Fantastic demo, deserved to win compo. :)
Liked the DOTT reference.
You are an excellent artist bravo!!!
Great demo!
Nobody will ever know who dr claw is
MEOW
Awesome
A Star Wars Demo without a Star Wars Scroller, ts ts.......
Meh. It's overdone.
And this is how I learned Ben Daglish died :(
yep :( RIP
Nice, Very Nice!
Anyone else spot Marvin from Hitch-hikers in the Cantina? (Next to Salacious Crumb)
❤👍
1:05 EMPIRE Approved👍
I love you
I know
"In the name of Satan, We'll take what we want!" Please consider the Jesus prayer to humble yourself.
👌👌👌
Dr Claw vs Darth Vader
Greetings! someone managed to copy the demo to floppy disk with cbm-command? to me it gives me an invalid image!
a masterpiece
but does it only work with an emulator?
Of course not.
No too bad for an early 64 bit system.
Lulz
Cant....stop....watching.....GAAAAAAH
8:35, I doubt his was there :-)
Funny how we keep finding new things to accomplish on this old platform from 1982. Have a look at demos made back then and compare it to this to see how far we've come.
Question: Is it possible to have more than 8 sprites on a horizontal line WITHOUT flicker? I know on the old Atari 2600 they could do this by resetting the line position of the player/missile graphics ahead of the video beam, allowing up to 6 on a line instead of 2. Can this be done on a 64 as well?
you can not really have more than 8 sprites on c64, after a sprite is displayed its GFX data is pushed out from a shift register (thats inside the video chip) and gfx data is not reloaded even if you change X coo and the chip will display empty gfx.... Sprite GFX is loaded on the left and right side of the screen, it is possible to display a 9th sprite but only in every 2nd gfx line, and it must be on specific X coordinates and only every 2nd gfx line is possible to have 9 sprites so, not good for anything :) All this is because this uses 2 lines's gfx load to display the same HW sprite twice, its complicated :)
@@kangarht Hey, thanks for the explanation! Yeah, having that 9th sprite sounds like it's more trouble than it's worth. Is it possible to have more than 8 sprites on a line WITH flicker? If the gfx data is pushed out immediately after it's displayed then probably not, if it's not reloaded until the next raster line.
At the time of its release, having 8 fairly large hardware sprites was pretty impressive by itself. It's too bad the C128 didn't improve on this aspect of the VIC chip (though other additions were welcome, like true 80 column mode, etc). Would be interesting to think about what a VIC-III would have been, but about that time the Amiga was about to come out and I guess they were pouring their resources into that platform.
@@JustWasted3HoursHere flicker is no problem, hence then you are in completely different frames then. But c64 doesnt really needs to useflicker, 8 sprites per line is usually more than enough, and if not enough, then software sprites can still help. c128 is not what it should have been, it should have more of what the c64 can do, but it isnt, sadly its because of chip designers left commodore and there was no one to make VIC-III or SID II :)
@@kangarht True about the flicker. I wasn't thinking straight. Of course they would be on alternating frames... (for 30hz flicker, or every 3rd frame for 20hz flicker, etc. The Atari 2600's Pac-man employed something like 10 or 15hz flicker and it is hard to look at).
I do seem to remember that a lot of engineers left Commodore at that time to do other things (largely due to their disillusionment with Commodore management), and that's a shame. Would have been cool to hear a SID-II with, say, 6 or more voices or see a VIC-II that can have more, larger and/or better sprites and other capabilities. And the WDC 65816 (and 65C816) was introduced in 1983, so they could have theoretically used that backwards compatible processor in the C-128 and REALLY had some fun (more addressable memory, much higher clock speed, etc). Oh well, hindsight is "20/20" as they say...
@@JustWasted3HoursHere yeah not using the 65816 is a terrible shame. I would even trade in the amigas for a proper next gen c64 if I could :)
How...?
Machine code and knowing all the optimization tricks
Nonsense. It's black magic.