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Forums > C64 Coding > Open Source C64 Demos
2023-11-20 08:51
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 .........
 
... 25 posts hidden. Click here to view all posts....
 
2023-11-21 11:52
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
2023-11-21 14:11
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 :’(
2023-11-21 15:55
Krill

Registered: Apr 2002
Posts: 2968
Quoting papapower
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 🥲
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. =)
2023-11-22 06:35
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.
2023-11-22 07:14
MCM

Registered: Apr 2018
Posts: 21
Quoting papapower
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


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.
2023-11-22 11:37
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 ;)
2023-11-22 23:35
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
2023-11-24 17:43
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.
2023-11-24 20:57
Pararaum

Registered: Sep 2018
Posts: 11
If anybody is interested, here is my repository https://github.com/pararaum/c64playground

Enjoy pillaging!
2023-12-12 18:26
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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