Star Wars Scrollers
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.
How individual demo effects work, with the code.
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.
A gap-free carpet of sprites on the C64: no interleave against 16px and 20px interleave, badline timing, and fast sprite pointer updates.
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 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
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
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
DXYCP scrollers on the C64: pre-shifted fonts, generated LDA/ORA/STA plot code, and plotting to bitmap, charset or multiplexed sprites.
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