Technical Articles
Deep dives into Commodore 64 programming
C64 NMI Setup: Non-Maskable Interrupt Guide
C64 NMI guide: Configure Non-Maskable Interrupts for 6502 assembly. CIA timer setup, vector management, dual-interrupt architectures for advanced games.
Read articleSeawolves C64 Engine: 9 Advanced Techniques
Seawolves C64 engine secrets: water surface manipulation, torpedo rendering, multi-voice SID effects. Advanced 6502 assembly techniques explained.
Read articleVIC-II Hardware Sprites: A Complete Guide
Everything about C64 hardware sprites: registers, positioning, multicolour mode, expansion, priority, and collision detection for game development.
Read articleC64 Raster Interrupts: Timing & Techniques
Master raster interrupts on the Commodore 64. Learn how to sync code with the VIC-II beam for stable timing, split-screen effects, and smooth animations.
Read articleC64 Game Development Tools & Languages
C64 game development guide: Compare 6502 assembly, cross-compilers, SEUCK alternatives, and hybrid workflows. Choose the right tools for your project.
Read article6502 Addressing Modes Explained
Complete guide to 6502 addressing modes for C64 programming. From zero-page tricks to indexed indirect, with practical assembly examples.
Read articleC64 Memory Map: A Programmer’s Reference
Complete C64 memory map for assembly programmers. RAM/ROM banking, VIC-II banks, zero page usage, I/O registers, and memory layout strategies.
Read articleC64 Non-Standard Hues: PAL & NTSC Palette
C64 extended palette: Generate non-standard colours through PAL bleeding and NTSC artifacts. Expand beyond 16 colours on Commodore 64.
Read articleC64 VSP Scrolling: Risks & Alternatives
C64 VSP scrolling analysis: DMA delay technique benefits vs hardware compatibility risks. Failure rates and safer alternatives for developers.
Read articleWild Wood C64 Parallax Engine Deconstructed
Wild Wood C64 engine breakdown: 8-layer parallax scrolling, interrupt timing, character set management, and colour RAM techniques.
Read articleDeep Winter C64: Sprite Multiplexing Demo
Deep Winter C64 tech demo: NMI-powered sprite multiplexing with procedural snowfall. Dual-interrupt architecture for flicker-free rendering.
Read articleGeo-Referenced Sprites for C64 Scrollers
C64 sprite positioning: Four approaches to world-anchored sprites with lateral motion in bidirectional scrollers. Source code included.
Read articleC64 Bank-Switched Double Buffer Scrolling
C64 double-buffer scrolling: VIC bank switching and memory architecture for smooth multi-layer parallax without visual artifacts.
Read articleC64 Vertical Parallax in Horizontal Scrollers
World-first C64 vertical parallax in horizontal scrollers. Hardware registers, charset cycling, bank switching, and FLD techniques.
Read articleTemporal Sprite Sharing Through Frame Alternation
C64 toggle-plexing: Display two objects with one sprite through frame alternation. Viability requirements and implementation strategies.
Read articleLuma-Driven Graphics on C64: Colour Guide
C64 luma-driven graphics: Expand beyond 16 colours using luminosity-based design. VIC-II blending techniques for consistent visuals.
Read articleColony: C64 Real-Time Strategy Concept
Colony game concept: Real-time strategy mechanics adapted for C64 hardware constraints. Resource management, unit AI, and map systems.
Read articleParallaxian Kickstarter: C64 Crowdfunding
Evaluation of crowdfunding viability for Parallaxian C64 game development. Platform analysis, campaign structure, and decision factors.
Read article