Sprite Interleave
A gap-free carpet of sprites on the C64: no interleave against 16px and 20px interleave, badline timing, and fast sprite pointer updates.
A gap-free carpet of sprites on the C64: no interleave against 16px and 20px interleave, badline timing, and fast sprite pointer updates.
How No Bounds hides loading on the C64: background loading with Sparkle, transitions that cover the disk, clean IRQ handovers and music sync.
Series: No Bounds
SIDBlaster, a tool that emulates C64 SID tunes to trace every memory access, so it can relocate, disassemble, optimise and link them to players.
A look back at the X 2023 C64 demo compo: the top 5 demos, from Next Level by Performers to Multiverse by Nah-Kolor, with my scores.
Sabre Wulf Remastered part two: reading the C64 keyboard and joystick, 16-bit player movement, and driving Sabre Man's animations.
Series: Remastering Sabre Wulf
Starting Sabre Wulf Remastered on the C64: why we rewrote the game, converting the map to LDtk, and a screen blit at twice the speed.
Series: Remastering Sabre Wulf
How the No Bounds bob scroller repeats on a diagonal: one shape plotted to a C64 charset, ten screens and $d018 doing the scrolling.
Series: No Bounds
The finite bobs part from No Bounds: a bob trail plotted into charsets over an AGSP-scrolled C64 background, restored behind it as it goes.
Series: No Bounds
Finding and fixing uneven music play calls in C64 demos, using VICE monitor traces to spot missed, doubled and drifting calls.
Series: No Bounds
The Memento Mori end part: a bitmap scrolling through the C64 side borders at 25fps while streaming from disk with Sparkle and SPOT.
Series: Memento Mori
How the big animating Genesis Project sprite logo in Memento Mori works on the C64: a 20px interleaved sprite carpet and delta-blitted frames.
Series: Memento Mori
How the huge swinging Memento Mori logo works on the C64: a packed charset logo over an x-expanded sprite layer, with interleaved IRQ code.
Series: Memento Mori
How to make a Star Wars scroller on the C64 with bit-picked font data and cyclic scroll buffers, plus a short history of the effect.
DXYCP scrollers on the C64: pre-shifted fonts, generated LDA/ORA/STA plot code, and plotting to bitmap, charset or multiplexed sprites.
How the all-border double DYPP in Memento Mori works on the C64: open borders, multiplexed sprites and prebaked, deduped font data.
Series: Memento Mori