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Deep Winter C64: Sprite Multiplexing Demo

Technical documentation for a prototype demonstration showcasing advanced sprite multiplexing and atmospheric weather effects developed for Deep Winter, a winter survival concept for the Commodore 64.

The Deep Winter prototype emerged from exploration of atmospheric effects beyond typical C64 game aesthetics. Where most games emphasize bright colors and clear visibility, this project investigated subdued palettes, environmental effects, and mood-oriented presentation. The resulting techniques proved transferable to other projects while validating the viability of atmospheric game design on the platform.

Development Context

Prototype work for this project yielded improvements to NMI-based multiplexing techniques and resolved timing issues affecting parallel development efforts. The demonstration validates core engine capabilities for this type of atmospheric game design.

The project originated as a technical experiment—could the C64 render convincing snowfall over scrolling terrain? Initial attempts using conventional sprite approaches revealed limitations: standard multiplexing patterns produced visibly repetitive snowfall, and character-based alternatives lacked the organic randomness that convincing precipitation requires.

Solving the snowfall challenge required developing new NMI scheduling approaches that subsequently benefited other projects. The timing framework created for Deep Winter’s particle systems addressed edge cases and failure modes that simpler projects hadn’t exposed. This cross-pollination of technical solutions illustrates how ambitious prototype work advances overall engine capabilities.

Visual Direction

The project applies Luma-Driven Graphics principles—PAL-optimized color blending combining established techniques with contemporary approaches. Art direction references 1920s-1930s ski resort poster aesthetics, prioritizing high-resolution and Extended Colour Mode rendering over Multi-Colour Mode for improved visual clarity.

The vintage poster aesthetic emerged from practical constraints transformed into design opportunities. Limited animation capability for the player character suited the somewhat stylized, posterized visual treatment. The restricted color palette of snow scenes (whites, grays, cool blues) aligned well with C64 color capabilities when organized by luminosity.

High-resolution mode (320×200, 2 colors per 8×8 cell) provides crisper edges than multi-color mode (160×200, 4 colors per 4×8 cell). For snow scenes with high-contrast elements (dark trees against white snow, silhouetted buildings), the additional horizontal resolution outweighs the reduced color flexibility. Extended Colour Mode expands background color options while maintaining high-resolution characteristics—a favorable trade-off for this visual style.

Precipitation System

Full-screen snowfall layers over parallax-scrolling terrain through sprite multiplexing. The effect realizes a long-standing technical concept, representing a capability not previously demonstrated in Commodore 64 game software.

The snowfall system addresses multiple technical challenges simultaneously. Particles must fall convincingly—with apparent randomness, varied speeds suggesting different distances, and interaction with wind effects. The system must scale gracefully from light flurries to heavy snowfall without overwhelming CPU resources. And particles must integrate visually with scrolling backgrounds rather than appearing as an overlaid effect.

The implementation uses sprite multiplexing to render far more particles than the C64’s 8 hardware sprites would normally permit. Each hardware sprite cycles through multiple particle positions per frame, with NMI timing ensuring consistent repositioning regardless of background activity. The resulting visual density approaches 30-40 visible particles—sufficient for convincing snowfall without the sparse appearance that 8 particles would produce.

Particle movement tables encode physically plausible motion patterns. Falling speeds vary pseudo-randomly within realistic ranges; horizontal drift follows sinusoidal patterns simulating wind gusts; subtle acceleration during descent mimics gravitational effects. These subtle physics refinements distinguish the result from naive constant-velocity particle systems.

Implementation Architecture

The engine depends on Non-Maskable Interrupt priority—NMIs preempt active interrupt handlers, enabling concurrent parallax scrolling and sprite management that standard raster interrupts cannot achieve independently.

The architectural challenge involves maintaining two independent timing systems. Parallax scrolling requires position-synchronized updates—register changes must occur at specific raster positions. Particle multiplexing requires cycle-accurate timing independent of position—sprite repositioning must occur within specific cycle windows wherever they fall within the frame.

Using NMIs for particle timing and raster IRQs for scroll synchronization assigns each interrupt type to its natural strength. The NMI chain schedules particle repositioning at calculated cycle intervals; raster IRQs trigger at specific scanlines for scroll operations. When conflicts occur (NMI during IRQ), the NMI preempts and completes quickly, minimizing IRQ disruption.

The preemption behavior creates a hierarchy: particle timing takes absolute priority, scroll timing takes priority over main loop, main loop handles non-timing-critical operations. This hierarchy ensures visible effects (particles, scrolling) maintain consistency while less visible operations (game logic, audio) absorb any timing variance.

Related: NMI Configuration Reference

Performance Optimization

Zero Page memory replaces stack operations for register preservation, eliminating overhead cycles in timing-critical interrupt handlers.

The optimization matters particularly for high-frequency NMI handlers. The particle system’s NMIs fire every 10-15 scanlines, executing perhaps 25-30 times per frame. At this frequency, even small per-handler overhead accumulates significantly. Saving 6-8 cycles per NMI invocation (by using zero-page storage instead of stack operations) recovers 150-240 cycles per frame—meaningful headroom for additional effects or game logic.

Additional optimizations include: self-modifying code for particle position updates (eliminating indexed addressing overhead), unrolled sprite register writes (avoiding loop control cycles), and careful instruction ordering to minimize memory access stalls.

The combined optimizations enable the particle system to operate within approximately 15-20% of available frame time, leaving substantial resources for background scrolling, player control, game logic, and audio processing.

Demonstration Video

Technical Insights

Development of the Deep Winter prototype revealed several insights applicable to other atmospheric effects:

Particle density perception: Apparent particle density depends more on motion patterns than particle count. Well-designed motion with moderate particle counts produces denser-appearing results than poorly-designed motion with high particle counts.

Integration over overlay: Effects that interact with background elements (particles occluded by foreground objects, accumulation on surfaces) read as more convincing than effects that simply overlay backgrounds uniformly.

Mood through restraint: The limited palette and subdued animation contribute to atmospheric mood more effectively than more colorful, active presentations would. Technical constraints guided aesthetic decisions toward a distinctive visual identity.

Current Status

Technical validation confirmed viability for full production. However, the project was formally discontinued in 2025 following reassessment of development priorities.

The discontinuation reflects practical resource allocation rather than technical failure. The engine capabilities demonstrated here continue contributing to other projects; the visual techniques remain applicable to future atmospheric designs. The prototype fulfilled its purpose as a technical validation exercise even without progressing to full production.

Additional details: Deep Winter project page.

See also: toggleplexing sprite method · Deep Winter and Bear Essentials origins · Deep Winter progress updates · downloadable demos and source code