Topics

Posts grouped by what they cover. Series and categories are further down.

  • #c64 15Everything on the site: Commodore 64 demo and game coding.
  • #6502 14Posts with 6502/6510 assembly listings, mostly KickAssembler syntax.
  • #sprites 7Multiplexing, interleaving, stretching and otherwise abusing the VIC-II's eight hardware sprites.
  • #code generation 6Effects where a C++ tool writes the 6502 code, because writing it by hand would take years.
  • #raster irqs 6Effects built on stable raster interrupts and cycle-exact timing.
  • #multiplexing 5Reusing sprites further down the screen to get more than eight.
  • #scrollers 4Text scrollers, from DYPP and DXYCP to bob and Star Wars scrollers.
  • #bitmap 3Bitmap-mode effects and the memory gymnastics they need.
  • #bobs 3Blitter objects drawn into character sets, without a blitter.
  • #music 3Getting SID music to play cleanly inside a demo.
  • #badlines 2Working with, and around, the cycles the VIC-II steals on badlines.
  • #borders 2Opening the top, bottom and side borders and putting things in them.
  • #demoscene 2The demo scene itself: history, parties and releases.
  • #game dev 2C64 game development, including the Sabre Wulf remaster.
  • #loading 2IRQ loaders and keeping a demo running while the next part loads.
  • #retro gaming 2Classic games and what it takes to bring them to the C64.
  • #sid 2The SID chip: playback, timing and tools.
  • #tools 2PC-side tools for C64 development.
  • #compo report 1Write-ups of demo competitions.
  • #dypp 1Different Y Pixel Position scrollers.

Series

Categories

  • Effects 9How individual demo effects work, with the code.
  • Game Dev 2C64 game development.
  • Engineering 2The plumbing behind a demo: loading, music timing, memory.
  • Tools 1Tools for C64 development.
  • Scene 1Scene news, parties and competitions.