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.
Multiplexing, interleaving, stretching and otherwise abusing the VIC-II's eight hardware sprites.
A gap-free carpet of sprites on the C64: no interleave against 16px and 20px interleave, badline timing, and fast sprite pointer updates.
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
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
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