My Commodore 64 demos

I recently came across my record at the Commodore Scene Database, and was happy to find that someone had found and uploaded two demos I had written, back in my days as a member of the C=64 demo scene between 1988 and 1990:

(I was a member of the groups ‘Excess’ and ‘Thundertronix’ / ‘TNT’, going by the handle of ‘Mantis’.)

With the help of CBA, I was overjoyed to track down another long-lost demo, my crowning achievement on the platform:

If you’re curious, feel free to go read those wiki pages or download the .d64’s — they run fine in VICE, the Commodore emulator (amazingly). If you’ve only got time to check one, check Rhaphanadosis; it’s much better than the others.

I’m very impressed with VICE. As far as I can tell, it’s perfectly bug-for-bug compatible with the real hardware, playing all of the demos perfectly (apart from a little additional speed due to differing hardware performance). If you haven’t already got VICE set up, bear in mind that after installing it, you’ll need a copy of the C=64’s ROM images; here’s a local set.

Also, the Commodore Scene Database is pretty awesome — it’s a full-scale IMDB-style setup, tracking the history of the Commodore demo scene in massive detail. Nice work guys!

The demos were written 100% in 6502/6510 assembly. I developed them using an Action Replay cartridge’s built-in monitor; it had an assembler, but one which didn’t support symbolic addressing. In other words, every piece of assembly used hand-computed branch offsets, and every variable and subroutine was tracked — on paper — by memory location, rather than using symbolic labels. If you want to know what the monitor was like, the VICE built-in monitor is almost identical!

I wrote these when I was 16; part 4 of Rhaphandosis notes the date as being 20 May 1989.

It’s interesting reading the scrollers, and doing web and CSDB searches in follow-up to see what happened next — one of the other Excess members, Raistlin is now Robert Troughton, a successful game developer in the UK with several major titles under his belt.

A Google search for Thundertronix finds a copy of “sex’n'crime” zine, issue 17, July 1990, which notes:

one of the new groups formed in 1990 (jm: slightly off, I think) is THUNDERTRONIX, better known as TNT. they are based in ireland and are doing very well for themselves. they have, in my mind, one of the best coders in the uk, namely MANTIS. he is currently coding a game with many new routines, etc… hopefully he should get some demos out soon!

woo! Er, unfortunately that game never went anywhere. ah well. ;)

BTW, it’s funny reading my scrollers in those demos. At the time, I was convinced that the c=64 was a dead platform — yet here we are in 2008, and there’s still a thriving demo scene on the Commodore. Incredible!

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The vagaries of Google Image Search

Remember the C=64-izer, the quick hack to display an image in the style of the Commodore 64?

Recently, I’ve started getting hits to this demo image of the “O RLY?” owl — lots of ‘em.

It turns out that the C=64-ized rendition of this image is now the top hit for “O RLY” on Google Image Search; pretty bizarre, since there are obvious better images on the first search page, one result along in fact. What’s more, the page listed as the ‘origin page’, http://taint.org/tag/today, doesn’t even use that text.

This has resulted in lots of Myspace kiddies etc. obliviously using the C=64 rendering. Yay for Commodore ;)

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The C=64-izer

Ever wondered what today’s internet meme images would look like on mid-’80’s home computing hardware?

Wonder no longer!

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Action Replay

Hacking: Amazing — the Action Replay cartridge is still around!

To be honest, I’m quite surprised that the PS2 hardware platform allows any of this stuff without some mod-chip-style soldering… but then, it’s pretty clear Datel have the technology to figure these things out. Impressive.

Aside: in my teens, I wrote demos on the Commodore 64 entirely in the Action
Replay’s built-in monitor. I tried using compilers that supported such luxuries as symbolic labels, variable names, etc., but the ability to halt the entire machine and debug extensively, with a single button press, was just too nifty ;)

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Press Play on Tape, and Scott Richter

Funny: Who knew there was a Commodore 64 gang sign? PRESS PLAY ON TAPE, that’s who!

Spam: Ever wanted to ask a question of one of the biggest ‘e-mail deployers’ on the planet? Aunty Spam’s providing the venue, and accepting questions for Scott Richter, erstwhile star of the Daily Show. There’s a few already up there.

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READY…

Jeff Minter reminisces:

  * COMMODORE BASIC *

  7167 BYTES FREE

  READY...

7k free. Hard to imagine these days; even my watch has more than that.

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Freedroid

Games: Commodore 64 old-timers may remember Andrew Braybrook’s classic Paradroid, easily one of the best games for that platform, and a classic by any standards. Here’s a copy of the Zzap! 64 review from 1986. Many thumbs up, and the bottom line was that Paradroid ranked as ‘THE classic shoot-em-up’.

Paradroid trivia: in the days before .plan files, Zzap! 64 published a development diary by AB! Here’s the birth of one of the game’s key mechanisms, the ‘transfer game’:

Tuesday May 21: An average morning’s contemplation until …ZAP WHIZ POW ! An idea for a game within the main one, fighting for control of a new robot. Instead of just a graphical sequence showing the takeover of a new robot, why not have to play for it, you against the robot’s brain? Base it on logic circuits and use some existing routines. A whole new game segment in a small space!

Cool.

The authors’ company, Graftgold, has a website, detailing its history. Sadly, it maps the decline of the 80’s-style small games company, and ends on this note: ‘I would recommend the games industry to anyone wanting an exciting career buts its certainly not an easy ride. Most publishers we worked with either went bust, sold out or simply did not publish the game to our expections despite tight contracts. The trouble is the developer does their bit first then the publisher can choose the level to do their bit. Unless you can get real commitment by way of big advances you cannot rely on a publisher.’

Shame. Anyway. I’m not the only Paradroid fan out there — it seems a bunch of fellow enthusiasts have come up with FreeDroid, a homage to Paradroid which seems to be evolving into an RPG! It’s quite impressive – the gameplay is virtually identical to the original. Fedora Linux users can install it using apt-get install freedroid.

BTW, related: here’s two attempts at a canon for computer gamers, at costik.com and the Ludologist (of which I’ve played 121). What I find interesting about them is how clearly one is American and Apple-II-based and the other European and Commodore-64/Amiga-based. Stay tuned for the third, Spectrum-based canon. ;)

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C64 demos

ah, Donncha reminisces about the Commodore 64 demo scene.

I was involved too, around 1987, coding demos as ‘Mantis’ for XS — a pretty little known group. I wrote 2 really great demos, Rhaphanadosis, and another name I can’t quite remember ;), but they don’t seemed to have survived, which is a shame…

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