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

Registered: Mar 2007
Posts: 1036
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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2026-06-11 11:16
Nith

Registered: Jan 2013
Posts: 16
Quote: No shit sherlock..
But who writes notes to themselves in their sourcecode?


Hm.. Everyone, maybe? :) I guess we've all been there, where you have left a project for a longer time and wished you have commented everything once you get back to it
2026-06-11 11:27
Jetboy

Registered: Jul 2006
Posts: 479
Quote: No shit sherlock..
But who writes notes to themselves in their sourcecode?


Many people do. Especially when doing experimental stuff for the first time. It helps a lot during experimentation and development. It can be also usefull when you revisit code after some time.

Being able to disassemble with AR and understand the code that way is great skill, but well commented source code is so much easier to understand. With complexity of moder demos, it is even more important. Thanks to everyone that does share their sources.

Many of us started with using AR or other cartridges monitor to code. I did too, but i would never comback to it once i learned modern assemblers. It is seriously much much more convenient.

btw. it would be interesting to do the competition when people are given bare c64+AR, and they have to code something within an hour or two, live. But that's a story for another thread
2026-06-11 11:37
Krill

Registered: Apr 2002
Posts: 3273
Quoting Nova
Since i started coding as a teen using the machinecode monitor on an Action replay 6 i see all demos as open source
Then try re-encoding some table or video or audio sample or animation or compressed data or [...] so the 6502 code you see in the memory monitor remains happy. =)

Point being that since there is this massive asymmetry in computing (massive PC resources to encode, modest C-64 resources to decode) making modern demos possible, you also want the non-assembly source to the encoders.
2026-06-11 11:47
Bitbreaker

Registered: Oct 2002
Posts: 514
Quote: Since i started coding as a teen using the machinecode monitor on an Action replay 6 i see all demos as open source,
You wont get labels and so on but mounting a AR or TFC3 in vice will give you access to every line of code in anything ever released using simple commands like D or I or M.
there are manuals for this but mount an Action replay cartridge,reset any demo and:
d 0800 ffff and you will get every line of code in memory from $0800 - $ffff dissasembled.


Also, when using Vice anyway, there's a build in monitor that can be started (and left) anytime, allowing to disassemble, even with the possibility to import labels to enrich that or possibilities to see the CPU history or step by single mnemonics.
Documented sourcecode helps so much when revisiting own code, but also walking over foreign code. Sharing is caring nowadays. I am aware that it demystifies quite some effects, yet we are getting old and do not have that many lifetime/sparetime ahead as in our youth to dig out the important details. On another level, explaining an effect in depth, with all details, sketches, code gives one self the opportunity to get a better overview on the own principle and might lead to new discoveries for improvement and optimizations.
2026-06-11 11:55
chatGPZ

Registered: Dec 2001
Posts: 11901
Quote:

it would be interesting to do the competition when people are given bare c64+AR, and they have to code something within an hour or two, live

These days i'd just pass and leave the masochism to someone who cares :D
2026-06-11 16:06
Flotsam

Registered: Jan 2004
Posts: 86
Here's my 0 value filler comment:

I have a huge respect for everyone sharing their sources, working methods, whatever. To me it's a sign that these guys aren't afraid of sharing their "secrets" because they are so fucking good that they'll stay at the top even if they help others in trying to reach the same level. I hereby squeeze your sexy butts for being so awesome, thanks!

Ps. I've tried to be similarly awesome a couple of times by sharing source code / GT source files, but always feel great shame because everything I do is super messy ADHD stuff. I can only marvel at how tidy and organised code the Crème de la crème of the scene can produce. Amazing level of autism!

There, said something positive. Now I can relax and be negative for the rest of the day.
2026-06-12 12:10
Mace

Registered: May 2002
Posts: 1802
Quote: No shit sherlock..
But who writes notes to themselves in their sourcecode?


I do.
Because months may pass before I revisit code and I really can’t remember what I did after some time. Also, we work on projects with multiple people coding on the same part. It helps if you share some information to your group mates.
2026-06-13 00:17
Frostbyte

Registered: Aug 2003
Posts: 190
Quote: No shit sherlock..
But who writes notes to themselves in their sourcecode?


What comes to high level languages: I've come to a conclusion (over the past 20ish years of coding them professionally) that, as long as you do clean code and name your things appropriately, comments are at best clutter and at worst simply misleading.

However, C64 assembly is a completely different ballgame. There are many effects and other things I've began coding several years ago, or just a few months ago, and even though how they work was crystal clear in my head back then, it surely isn't now. :D And it takes a considerable amount of effort to re-understand what the slightly younger myself was up to. I'm sure there are inhumanly brilliant people who can see through LDAs and STAs like if it was matrix, but I sure ain't one of them. I need clearly written explanations.
2026-06-13 00:23
Krill

Registered: Apr 2002
Posts: 3273
Quoting Frostbyte
What comes to high level languages [...] comments are at best clutter and at worst simply misleading.
They do come in quite handy when you're not hammering just another boilerplate and/or need to do something in a weird and unexpected way because reasons. :) I.e., use them sparsely, but do use them when they need to be there. (See also: goto in C/C++ :D)
2026-06-16 16:12
TheRyk

Registered: Mar 2009
Posts: 2954
what flotsam sez...

Open-sourcing (been there, did that) makes me feel lotsa pressure, everything should be at least rather optimized... and the label names (unlike foo1, foo2, foo3) and comments (blingbling47) should really enable other coders no matter on which level to understand what yer doing, otherwise, better keep sitting on the source forever.

So more often than not I do share sources in private (e.g. with groupmates or to help others) but spare me the embarrassment to publish it. People can use a disassembler, of course, and can then facepalm about chaotic blotched together nop shotgun code - but people who do that are dirty pirates, anyway, and I never promised them any source code of interest :D
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