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Forums > C64 Coding > code..
2003-06-11 16:17
Hook
Account closed

Registered: Jun 2003
Posts: 1
code..

hey all... how do i makle a demo.. somboddy.. plz help me.. i am a frind of perff the webmaster..
2003-06-11 16:47
CyberBrain
Administrator

Posts: 392
Have u understood the LDA/STA things, and $D020/$D021 things we were talking about yesterday yet? :)

(Download Ghoul's maskinkode kursus if you really wanna learn machine-code)
2003-06-12 19:00
LordNikon

Registered: Dec 2001
Posts: 42
Its easy to answer. Take the TurboAssembler and some beers (9-13) and everything will go.

look at putermans tutorial!

2003-07-05 10:22
Richard

Registered: Dec 2001
Posts: 619
Well, some ways in learning to code on a commodore 64, would be to look at various references. Take Mihai's C64 ML tutorials for example, there's a large reference in programming C64 software, such as games, demos and whatever.

Coding a simple demo is quite simple using an assembler. I think most of us use the Turbo Assembler on C64 or on an emulator, although it can be restrictive. Puterman's page is just a brief explanation on how to do a demo, but the real deal is in the magazines 'Coders World' and 'Scibaxx Demo Academy'.

Also you can ask people to help you code your demos.

If you are intending to code your own demo. The best thing to try first is display a picture or screen and add a simple scrolltext to it. This was simply done in the mid-late 1980's.

I hope my advice helps :)



Richard!!
2003-07-28 21:05
Cruzer

Registered: Dec 2001
Posts: 1048
Just use a machine code monitor, and type "m1000" then write a buch of different random hex numbers (digits must be between 0-9 or a-f.) Then if you're lucky, you end up with a cool effect. Start it with "g1000".

If this doesn't result in anything useful after a while you could also take a disk and try affecting it with magnet, e.g. by putting it on top of a powerful speaker, and thereby creating some magnetic patterns on the disk, that might be readable by the drive. Or you could also just hit a disk with a hammer for a while, that will probably affect it in an unpredictable way aswell. And if it's unpredictable, who knows, it might result in a complete multi part demo, if you're really lucky.

So basically, there's lots of possibilities. :)
2003-07-28 21:22
cadaver

Registered: Feb 2002
Posts: 1153
Yeah, to think of it, any awesome single-diskside demo, assuming standard disk format, can be represented by an integer between 0 and 2 ^ (174848 * 8) - 1 :)


2003-07-28 23:44
Graham
Account closed

Registered: Dec 2002
Posts: 990
where 2^266 is the number of all atoms in the entire universe...
2003-07-28 23:49
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
i think that's where i've been going wrong; i guessed the number of atoms...?
2003-07-31 11:48
HCL

Registered: Feb 2003
Posts: 716
Hmm.. Does that mean there are more demos than atoms in the universe!? That's cool ;), just start diggin!!
2003-07-31 12:04
Perff
Administrator

Posts: 1665
Hmm. It should be easy enough to make a small script-thingy that would create all the possible disk one by one, and then test it one some emulator or something to see if it would run anything. If yes it could store it for some humans to look at it later, else just trow it away.

Now all we need is an 9999999999999999999 mhz (or faster) machine to run the script on.
(Perhaps a new idea for a distributed network? "Search For C64 Demos")
;)
2003-07-31 15:13
MagerValp

Registered: Dec 2001
Posts: 1056
I've actually thought about making random code generators for small algorithms (say 10 bytes or less). With a table of legal instructions, and a small, fast 6502 simulator that you run for 1000 cycles or so, you should be able to go through a lot of combinations :) Then you need a way of specifying the initial reg values, and some sort of goal, and just let it crunch. Bound to end up with some interesting results :)
2003-07-31 15:24
Cruzer

Registered: Dec 2001
Posts: 1048
What we need is an artificial intelligence program that can look at the emulator output each time a piece of random code runs, and see if it looks like a kewl effect. Then the human user only needs to look at the most interesting routines, instead of a lot of junk that might run without crashing, but is bound to be utter crap in 99.999...% of the cases.
2003-07-31 19:43
WVL

Registered: Mar 2002
Posts: 886
I'm wondering how many of those 'demos' will actually turn out to be 'SEUCK'-games ;)
2003-08-01 07:22
HCL

Registered: Feb 2003
Posts: 716
Autoboy/HT was already into this topic some time ago. I think he went into that darkness while studying the AI-course at the University here in Linköping (I had the same course some years ago, but it didn't affect me that badly ;). Then i started to 'teach' him some c64-coding, and hoped to see some mutating demo-thingie.. What happened since then, i don't know.
2003-08-04 19:11
Cruzer

Registered: Dec 2001
Posts: 1048
@HCL: Yeah, I could imagine it would be quite a black hole to fall into to start implementing something like that with current technology. I guess we need computers that are alot faster than today (like quantum computers) and some almost human level AI, before it's realistic. So it will probably take a couple of decades before us human c64 coders are obsolete. ;)
2003-08-05 06:42
HCL

Registered: Feb 2003
Posts: 716
@Cruzer: Ok then, i'll go on coding my demo effects until someone comes up with that tool.. ;)
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