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Forums > C64 Coding > Open Source C64 Demos
2023-11-20 08:51
Raistlin

Registered: Mar 2007
Posts: 625
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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2023-11-20 11:08
Bitbreaker

Registered: Oct 2002
Posts: 501
Ah, right, the build is done multithreaded by default, as building times raised a lot over time, thus the focus on a fast compile (with more hassle on finding errors though as they are buried under a huge pile of output from other threads) :-) It should also compile flawless on macOS or cygwin, as we had developers in those departments as well.
2023-11-20 11:13
Krill

Registered: Apr 2002
Posts: 2940
Quoting iAN CooG
Uploading the files on CSDb instead of external repos is reccomended
Artefacts Zoompinski [512 bytes] Fontesquieu 256b etc. =)
2023-11-20 14:51
chatGPZ

Registered: Dec 2001
Posts: 11293
Quote:
Uploading the files on CSDb instead of external repos is reccomended, repos gets updated, while the entry on CSDb must reflect the release made that day, always.

Thats why repos have tags :)
2023-11-20 18:15
JackAsser

Registered: Jun 2002
Posts: 2014
What about games? :) https://bitbucket.org/JackAsser/eye-of-the-beholder-c64/src/mas..
2023-11-20 20:12
ws

Registered: Apr 2012
Posts: 248
Or booze-fueled intros, rushed games and hard-to-use tools alltogether?
2023-11-21 06:15
Martin Piper

Registered: Nov 2007
Posts: 699
Lots of C64 related code: https://github.com/martinpiper/C64
2023-11-21 07:44
Bitbreaker

Registered: Oct 2002
Posts: 501
Quote: Lots of C64 related code: https://github.com/martinpiper/C64

I guess this should be:
https://github.com/martinpiper/C64Public
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: 625
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: 2940
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. =)
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