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
- Memento Mori 4
- No Bounds 4
- Remastering Sabre Wulf 2
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.
