Commodore 64
Production-ready patterns for Commodore 64 development
Rendering
4 patternsHardware Sprites
Enable, position, and colour one of the C64's eight hardware sprites — moveable objects the VIC-II draws over the background for free.
Raster Splits
Fire an interrupt when the beam reaches a chosen scanline and change a VIC-II register mid-screen — the basis of colour bars, split panels, and beating the chip's limits.
Smooth Scrolling
Scroll the screen a pixel at a time with the VIC-II fine-scroll registers, then coarse-shift the character map every eighth pixel — the trick behind every smooth C64 playfield.
Sprite Multiplexing
Reuse the C64's eight hardware sprites several times down the screen to show sixteen, twenty-four or more — the raster trick behind every busy C64 game.
Input
1 patternAudio
3 patternsSID Multi-Voice
Step a note pattern once per raster interrupt, handing each of the SID's three voices its note from a frequency table — the skeleton of every C64 music player.
SID Note Trigger
Play a single note on the SID chip with gate control. The foundation of all SID audio.
SID Voice Setup
Configure a SID voice with frequency, waveform, and ADSR envelope. Foundation for all SID audio programming.