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Raistlin
Registered: Mar 2007 Posts: 657 |
Open Source C64 Demos
Given recent discussions on this, I thought it could be good to collate the various open-source demos in one place..?
I've added several demos that I've worked on (with many other GP'ers of course) here:-
https://github.com/RobertTroughton/C64Demo-PublicReleases
(currently includes Delirious 11, X Marks the Spot, The Dive, Memento Mori, Christmas Megademo and No Bounds .. though we'll of course add more later)
And Bitbreaker/Performers just made the Next Level source public:
https://github.com/bboxy/next-level
Also note that I have the https://www.c64demo.com domain where I plan to blog about all sorts of coding stuff .. hopefully once I finally release Sabre Wulf Remastered I'll have more time to do stuff there too.
I've also attached to each entry on CSDb a ZIP containing the current state of each source branch. That way, it's all hopefully better preserved. I strongly encourage others to think about that too - sometimes (or 99% of the time?) these links on CSDb become stale and stop working ......... |
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papapower
Registered: Aug 2021 Posts: 7 |
Wow that’s awesome guys, now that’s the kind of scene spirit that I love.
I would have been happy to be able to do the same with some old releases but unfortunately back in the days about all code was written directly in a monitor 🥲
I wonder of much of the old days code is like that and lost to many but the more adventurous spelunkers ?
Maybe some de-assembling along with commenting will do for some, or maybe we could release the code for the last ones ? (one of those unfortunately includes this kind of direct to monitor code as the idea was to be able to use it)
So much to do and so little time… May do that for next releases thought |
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Raistlin
Registered: Mar 2007 Posts: 657 |
Quote: Wow that’s awesome guys, now that’s the kind of scene spirit that I love.
I would have been happy to be able to do the same with some old releases but unfortunately back in the days about all code was written directly in a monitor 🥲
I wonder of much of the old days code is like that and lost to many but the more adventurous spelunkers ?
Maybe some de-assembling along with commenting will do for some, or maybe we could release the code for the last ones ? (one of those unfortunately includes this kind of direct to monitor code as the idea was to be able to use it)
So much to do and so little time… May do that for next releases thought
Very true - all my 80s demos, right up to Delirious 10, were written directly on an Expert Cartridge (possibly an Action Replay later on?). Lots of saving to disk I think. To be honest, I can’t properly remember how it was done - 17 year old me’s memories are mostly gone :’( |
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Krill
Registered: Apr 2002 Posts: 2968 |
Quoting papapowerI would have been happy to be able to do the same with some old releases but unfortunately back in the days about all code was written directly in a monitor 🥲 Yes, truly, for the old stuff, the binary code is the source.
Only with the advent of affordable crossdev asymmetry (GHz/GB on build-side/encoding, KHz/KB on runtime-side/decoding) did source code to 6502 stuff really become a relevant thing. =) |
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Mr SQL
Registered: Feb 2023 Posts: 135 |
Very cool, like the idea and the structured hierarchy design. The D64's are easy to locate and so are the SID's. |
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MCM
Registered: Apr 2018 Posts: 21 |
Quoting papapowerWow that’s awesome guys, now that’s the kind of scene spirit that I love.
I would have been happy to be able to do the same with some old releases but unfortunately back in the days about all code was written directly in a monitor 🥲
I wonder of much of the old days code is like that and lost to many but the more adventurous spelunkers ?
Maybe some de-assembling along with commenting will do for some, or maybe we could release the code for the last ones ? (one of those unfortunately includes this kind of direct to monitor code as the idea was to be able to use it)
So much to do and so little time… May do that for next releases thought
To get back on track at my comeback some years ago i used Regenerator a lot to convert some of my old smon coded stuff to .asm code. This helped me a lot.
Regenerator 1.73
PS: Thank you so much guys for sharing your source codes, it is so cool to see how some of the killer effects are done. And maybe my lazy old fart brain could learn to code better someday. |
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papapower
Registered: Aug 2021 Posts: 7 |
Thanks MCM that may be handy.
OK guys you got us started too. That’s going to be messy and dirty though but I’ve checked with Joy and he’s OK that we put our source code too in the open.
So here we go : https://github.com/babygang-c64
I’ll try to populate this as much as we can, missing a lot at the moment ;) |
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Raf
Registered: Nov 2003 Posts: 343 |
here is source code for Vulture Design's music collection:
69 positions 100%
and second one too:
Kombi-nacja |
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Brush
Registered: Apr 2002 Posts: 22 |
Long ago, (before it was fashionable :)) i've released some of my sources + convinced few friends to do the same. It was on (now defunct) Elysium ftp server.
But the kind guys from Apidya still maintain a mirror, so here we go:
http://elysium.filety.pl/?dir=gnu-generation
Includes Illmatic demo sources. |
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Pararaum
Registered: Sep 2018 Posts: 11 |
If anybody is interested, here is my repository https://github.com/pararaum/c64playground
Enjoy pillaging! |
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Burglar
Registered: Dec 2004 Posts: 1085 |
png2prg 1.4 source is now available (also as library): https://github.com/staD020/png2prg |
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