Demoscene

Commodore 64 demos

The Commodore 64 (C64) demos are demonstrations of what can be done to push the limits of the Commodore 64 computer, made by programmers, musicians and artists. Though it was not unusual to find demos that displayed a single picture, only music tracks or a programming skill, groups were formed that consisted of members who were skilled in composing music, drawing graphics and programming. Full disk demos were produced, some of which would play music as the next file loaded, without any delay in the sound. Various effects are achieved in demos, most of them due to undocumented side-effects pertaining to the MOS Technology VIC-II chip. Some examples are: * Sprite scrollers were placed in the border. By tricking the hardware not to draw the border around the screen, sprites could be moved into this area and displayed. * Sprites were multiplexed across vertical raster lines (over 8 sprites, sometimes up to 120 sprites). A common perception is that no more than 8 sprites could appear at once on the screen, but assigning new Y coordinates once it has started being drawn made it reappear further down the screen. * FLD (flexible line distance) moved bitmap or character rows an arbitrary number of vertical raster lines apart, making it possible to arbitrarily move any 8 pixel high graphic block smoothly up and down across the screen. Adding sine curves to this positioning provided a wavy effect. * FLI, or Flexible Line Interpretation, can be used to increase the number of unique colors which can appear in an 8×8 or 8×4 block on the screen. This mode is occasionally extended further with sprites and/or interlacing two bitmaps together (as in SHIFLI or UIFLI). These modes usually cause the left-most 24 pixels of the display to become unusable. * FPP (Flexible Pixel Positioning), basically a variation of the FLI mode, allows the placement of any line of a character-based graphic at any one y-position, allowing for effects like x-rotating logos, barrel-like effects or smooth stretching and waving over the whole screen. * Tec-Tec (also Tech-Tech or Tic Tac) assigns a new x-position to any line of a graphic. By using animated sine waves you could for example wave a logo horizontally over the screen. * VSP (Variable Screen Positioning), also known as HSP, allows arbitrary x-placement of a bitmap, with the bitmap wrapping around at the border. * A Linecruncher allows the user to scroll a bitmap larger than one screen vertically without having to move all the bitmap data manually. * AGSP (Any Given Screen Position) is the combination of VSP and Linecruncher, for example making possible games with colorful bitmap graphics that scrolled, such as Hannes Sommer's "Fred's Back" series. Followers of the C64 would see the growth of the demo scene. Gone were the single file demos with one scrolling text and no music. Full disk demos were produced, some of which would play music as the next file loaded, without any delay in the sound. Hidden parts were included as was the occasional game implemented into a demo. When the Commodore Amiga appeared, many former C64 demo programmers switched platforms and continued to make demos for the Amiga (see Amiga demos). The Atari demos were also heavily influenced by C64 demos. In the United Kingdom, the main alternative demo scene was the one of ZX Spectrum demos. The C64 was popular in a time when local BBSes were also popular and used to communicate with other people. Software trading via mail was also common. Some C64 enthusiasts lament the loss of the social interaction that locally centered computer activities provided. (Wikipedia).

Commodore 64 demos
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Mathigon Demo (1)

Mathigon (found at mathigon.org) is one of my new favorite apps. Check it out to see what it can do!

From playlist Mathigon Demos and Ideas

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1987 Commodore AMIGA 500 Computer (Motorola 68000 processor, graphics software, home pc)

We have improved the video quality on the following film about the Commodore AMIGA 500. An original introduction film about the capabilities of the AMIGA 500. Great overview, 9 minutes (with lots of end credits and info). This may be the best quality copy you will find. Just preservin

From playlist Commodore AMIGA, PET, ATARI

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Prototype Commodore Amiga CD 1200 - Retro Computer Festival 2017 - Part 4

Andy Spencer tells us about the Commodore Amiga CD 1200 - a prototype of a peripheral for the Amiga 1200 that would allow it to play Amiga CD32 games. Sadly, the product was never to be ... Filmed at Retro Computer Festival 2017 at The Centre for Computing History

From playlist Retro Computer Festival 2017

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The Rise and Fall of the Commodore Amiga - Kim Justice

#retrogaming #amiga Today's video is quite a special one - one that's been requested for a long time...we're looking at the history of the almighty Commodore Amiga - how it came to be, how it flourished, and how arguably the best and most advanced computer of the 80's was mismanaged and m

From playlist Early Microcomputers & PCs

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Bash History Demo

Using and Tuning the Bash History from the command line. The linux bash history is so fantastic! This short demo takes you through how you can use and control what is stored in your personal history file. The demo use SUSE Linux Enterprise 11 but this whould work in general across most dis

From playlist Linux

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Mathigon Net to Solid Demo

Here, a quick demo using #Mathigon Polypad to help students further explore their initial intuition as to how to solve a #CurriculumAssociates #iReadyMath grade 6 problem.

From playlist Mathigon Demos and Ideas

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Mathigon: Rotating Lines Demo

Messing around in #Mathigon tonight. Exploring rotations of number lines to see where it could lead.

From playlist Mathigon Demos and Ideas

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Atari Tempest (1981) Arcade Machine - Game Play

Tempest is an arcade machine by Atari launched 1981. This colour vector graphics game is becoming more and more rare to find and has a visual style all of its own. The footage shows the cabinet and game play. Filmed at the Centre for Computing History in Cambridge UK. www.ComputingHistory

From playlist Retro Gaming

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15 kilobyte game OpenGL

This is my 15 kilobyte progress. I tried to make this game demo as efficient as I could. It was just a personal challenge to make it a small file. All textures are coded in the file. I would like to make it a full level with 3d rigged enemies and sound for under 100k. Programmed in C++ and

From playlist 3D Programming

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28C3: Behind the scenes of a C64 demo (en)

For more information visit: http://bit.ly/28C3_information To download the video visit: http://bit.ly/28C3_videos Playlist 28C3: http://bit.ly/28C3_playlist Speaker: Ninja / The Dreams C64 "demos" were the root of the whole demo-scene-thing and they are still the main force keeping

From playlist 28C3: Behind Enemy Lines

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25c3: The Ultimate Commodore 64 Talk

Speaker: Michael Steil Everything about the C64 in 64 Minutes Retrocomputing is cool as never before. People play C64 games in emulators and listen to SID music, but few people know much about the C64 architecture. This talk attempts to communicate "everything about the C64" to the liste

From playlist 25C3: Nothing to hide

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NOTACON 5: Self-Preservation Mode: Lessons Learned While Archiving Demoscene History

Speaker: Jim "Trixter" Leonard To stay ahead of the curve, demos have always used hardware to the fullest extent available, sometimes in unorthodox and unauthorized ways. But when that hardware becomes yesterday's news, it is those very tricks that cause such demos to become lost to histo

From playlist Notacon 5

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!!Con West 2020 - isis agora lovecruft: big number small computer

Presented at !!Con West 2020: http://bangbangcon.com/west isis agora lovecruft's keynote, big number small computer! #bangbangcon #bangbangconwest #bangbangconwest2020

From playlist !!Con West 2020

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!!Con 2020 - Repair a Commodore 64 in just 64 Months!! by Matt Clawson

Repair a Commodore 64 in just 64 Months!! by Matt Clawson It took me over 5 years, but I did eventually get my thrift store Commodore 64 up and running! Along the way, I encountered active online communities who are keeping old platforms alive by openly sharing technical documents, repair

From playlist !!Con 2020

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Repair a Commodore 64 in just 64 Months

It took me over 5 years, but I did eventually get my thrift store Commodore 64 up and running! Along the way, I encountered active online communities who are keeping old platforms alive by openly sharing technical documents, repair logs, and 21st century improvements to computers from the

From playlist Hardware

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NOTACON 4: Squarewave to Heaven: An introduction to the Chiptune Music Scene

Speaker: Nullsleep An entire generation has now grown up with the likes of Atari, Nintendo, Sega and many other console systems, not to mention the "classic plastic" home computers of the 1980s. Throughout these last 25 years, the unmistakable sound of 8-bit chips have pervaded their ears

From playlist Notacon 4

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NOTACON 4: Taking Tracking Mainstream

Speaker: Andrew "Necros" Sega Tracker-based music has been instrumental in providing the audio component of demos since the early 90's. Always limited by the processing power and memory of the machine, creating these types of tracks is a challenge and an artform. Andrew will present some

From playlist Notacon 4

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Jonathan Pallant - Coding as an Artform - Commodore 64

Jonathan Pallant talks about what its like to work in embedded programming at the modern day Cambridge Consultants.

From playlist Viva Computer!

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Andrew Oliver - The Early Days of The Oliver Twins

Andrew Oliver talks about the early career of the Oliver Twins, their relationship with Codemasters and Mastertronic, Super Robin Hood, and Fantastic Dizzy. Part of the 'Viva Computer' project sponsored by the Heritage Lottery. www.ComputingHistory.org.uk

From playlist Viva Computer!

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Demo of httpbank - Spectrum http request command

Early demo - entirely written in z80n assembly - a bit of a treat for a JavaScript developer!

From playlist Speccy stuff

Related pages

Amiga demos