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Retro Programming on the Commodore 64 - Episode 3 - Sprites and Graphics

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  • Опубликовано: 4 авг 2024
  • Retro Programming on the Commodore 64 - Episode 3 - Sprites and Graphics plus Raster Lines and How to Time Your Code.
    0:00 Intro
    0:45 CBM prg Studio Update
    1:29 The PETSCII Editor
    1:56 Sprites, single and multi color
    5:37 Character Graphics
    7:05 Making a Pacman level screen
    10:38 Adding Sprites
    13:43 Multi-color Character Graphics
    16:24 Export data and asm code from PETSCII Editor
    16:36 Import code in CBM prg Studio
    17:13 Walk through the setup code
    24:31 Moving a sprite across the screen
    25:50 Timing sprite movement using raster line counter
    29:10 Thanks for watching
    Project Download:
    www.dropbox.com/s/3mdgw2s6bj2...
    CBM prg Studio v3.13.0:
    www.dropbox.com/s/dk1d5e2hdgk...
    PETSCII Editor:
    petscii.krissz.hu
    Commodore 64 Memory Map:
    sta.c64.org/cbm64mem.html
    Episode 1:
    • Retro Programming on t...
    Episode 2:
    • Retro Programming on t...

Комментарии • 52

  • @TheStuffMade
    @TheStuffMade  3 года назад +22

    It's been too long since I did one of these, anyway here is Episode 3, hope you enjoy it!
    I'll try to make them more frequent, perhaps a monthly episode.
    Cheers,
    Jake

  • @NewFunnyAnimations
    @NewFunnyAnimations 3 года назад +16

    Great lesson. I now have a deeper understanding of how graphics work in Commodore 64: multi-color sprites and a character graphics map. It was impossible to study this in childhood due to the lack of educational materials. Not a single book on this topic was published in Russia 30 years ago. And nobody brought it from abroad.

    • @ferrellsl
      @ferrellsl 2 месяца назад +1

      Don't feel bad. I live in the USA and I had a C64 in the early 80's and since there was no internet back then, it was nearly impossible for me to study this as well. C64 programming books and tutorials were not very easy to find, even in the USA, and when you could find them, they were fairly expensive. I could barely afford to buy any games let alone programming books.

    • @NewFunnyAnimations
      @NewFunnyAnimations 2 месяца назад +2

      @@ferrellsl brothers in misfortune :)

  • @robbarbour4642
    @robbarbour4642 12 дней назад +1

    👍 Nice video, been several years since I've messed with CBM Studio.
    But it looks better than the version I used.

    • @TheStuffMade
      @TheStuffMade  7 дней назад

      CBM Prg Studio is very nice, but lately I've started using C64Studio.

  • @BobbyCharlz
    @BobbyCharlz 3 года назад +3

    This is a great tutorial that’s helped fill many of my knowledge gaps. Thank you so much for putting this together along with all of the helpful links.

  • @baardbi
    @baardbi 3 года назад +3

    Thank you so much for these Commodore 64 programming videos. I've just subscribed.

  • @zzador
    @zzador 3 года назад +5

    Awesome tutorial series. Especially for people who already have a little assembler/programming background.

  • @boredwithusernames
    @boredwithusernames 3 года назад +7

    Thank you, this is a very inspiring video, using the tools it shows just how quickly a basic game layout can be developed. I get bogged down when it comes to designing the screen layouts and this is just the thing to keep me moving on a project. Your coding is excellent and I would very much like to see you continue this project, I look forward to the next episode. One episode per month would be good ;)

  • @ted356
    @ted356 2 года назад +1

    Very good video. I’ve been following the series. Thank you for taking the time to create and share them.

    • @TheStuffMade
      @TheStuffMade  2 года назад

      Thanks, I'm glad you enjoyed it.

  • @taddy666
    @taddy666 10 месяцев назад +1

    Thanks so much for your series - it is superb!

  • @reaktormannen
    @reaktormannen 2 года назад +1

    This is so inspiring! (I keep pausing my Java coding to watch this ;-)

  • @joakimbrewitz2393
    @joakimbrewitz2393 2 года назад +1

    Thanks for these videos, very inspiring :)

  • @redlinechaser7942
    @redlinechaser7942 2 года назад +1

    super cool man! Great channel here!

  • @nickryan3417
    @nickryan3417 2 года назад +2

    These bring back so many memories... including some of the hacks and work arounds. Hacks to give 24x24 pixel sprites and work arounds for the lazy to keep the X position of the sprites in 0-255 and to use the remaining right hand space for score or similar information.

    • @BikeArea
      @BikeArea 2 года назад

      😃
      I've never heard of 24x24 pixel sprites. May I ask you to elaborate a bit on that? 😃

    • @nickryan3417
      @nickryan3417 2 года назад +1

      @@BikeArea From memory (eek! 😃) the hack effectively halved the number of sprite pointers available for use as the additional three rows used the data that would have been the top 3 rows of the next sprite in the bank, offset by one byte (so only 2 2/3 rows). This meant that one could only use alternate sprite pointers which was a massive waste of limited RAM. As for the actual hack itself, it was enabled through setting some bit in some barely documented VIC register and while I can visualise the pages that this information is on, finding it all these years later hasn't happened yet. I suspect that as a result it's support by emulators is not great.

    • @BikeArea
      @BikeArea 2 года назад

      @@nickryan3417 That sounds like a very deep rabbit hole. Holy moly! :D
      Thanks a lot for the details!

  • @bjbell52
    @bjbell52 Год назад +1

    I'm an Atari 800 game programmer but I found your video well worth watching. Thanks.

  • @BeatMax2023
    @BeatMax2023 3 года назад +1

    Very nice!

  • @evoghell
    @evoghell 4 месяца назад +1

    I never used an editor to do sprites, that's awesome. And so much easier than coding them lol. We were really crazy.

    • @TheStuffMade
      @TheStuffMade  4 месяца назад

      Yeah, I think it's really helpful to have a tool to do sprites and background graphics, so much easier to play around with colors and making little changes.
      Cheers,
      Jake

  • @scottfarrar3441
    @scottfarrar3441 3 года назад +2

    Nice Job!

  • @ChrisM541
    @ChrisM541 2 года назад +2

    Subbed! Huge thanks for these videos - brings back some great memories of my time with the C64 (had a platform game designer utility published in CDU back in the day). You mentioned that the latest version of CBM Prg Studio (3.14.0) has some bugs. I have this installed (though not used it much) and haven't noticed anything yet. Could you give a wee bit more detail, maybe a link to an on line forum or two (I can't see anything in the main Lemon64 thread for this utility).
    I realise there's other tools e.g. via Sublime Text, but I like the way CBM Prg Studio integrates things.

  • @curtisjarrett7478
    @curtisjarrett7478 2 года назад +2

    Hi everyone, just wanted to add that I was also having issues with CBM prg studio 3.14.0. I couldn't get VICE to come up normally and run assembly code. Under: Settings/Emulator Control I changed the Wait ______ second(s) before launch time to 2. I haven't had any more issues.

    • @TheStuffMade
      @TheStuffMade  2 года назад

      Thanks for sharing.

    • @TheXJ12
      @TheXJ12 2 года назад

      Same here. I changed back to 1 second and it still works !

  • @7BlackJack8
    @7BlackJack8 2 года назад

    is there a way to import multiplex gfx made on other editors in PETSCII Editor?

  • @ellaschroeder1617
    @ellaschroeder1617 6 месяцев назад

    and what you do here on the screen gets automitcally transferred into assembler/machine code?

  • @MorreskiBear
    @MorreskiBear 3 года назад +1

    Watched 3 episodes now. Thanks for showing us CBM Studio! It's getting harder to want to code on real hardware with tools like that around. And that graphics website is pretty cool. Why do the color drop-down menus in this video only show the first 14 colors? I was horrified such a blunder existed - yet the website does show all 16 colors for me. Weird.

    • @TheStuffMade
      @TheStuffMade  3 года назад +3

      Yeah tool like these really do make development a lot easier. I understand some people like to keep it "pure" and do everything on the C64 itself, but even back in the day it was common to run tools on other machines. But I understand for some the journey is most important.
      I didn't notice the color dropdown thing until I was nearly done recording the episode. It's caused by scaling. I always try to scale everything in these videos to make it easier to watch, not a fan of tutorial videos where everything is recorded in high resolution with tiny text that is nearly impossible to read unless you watch on a PC monitor in full screen.
      Cheers,
      Jake

  • @EngineeringVignettes
    @EngineeringVignettes 3 года назад +3

    The tools look useful, will check them out later.
    Lots of videos out right now on coding for the C64, not much on good tooling :)
    -
    Hah, back in my youth I remember actually coding a 2 pass assembler for my C-64 from scratch. Could not afford to buy one :D
    Cheers,

    • @TheStuffMade
      @TheStuffMade  3 года назад +4

      Yeah, it was kind of my goal to make things as easy and approachable as possible with this series. I remember back in the day drawing sprites on paper and then calculating the binary values and converting to hex values followed by entering all the values into a machine code monitor. Sure is a lot easier with good tools.
      Cheers,
      Jake

  • @mrxfin
    @mrxfin 2 года назад

    Hi, If i want to open BMP file in "petscii editor" then what best BMP file size ? And if we convert any png to bmp from paint application then it's best way to work Or any other software need to use?

    • @TheStuffMade
      @TheStuffMade  2 года назад +1

      I've never used the bitmap import feature in the Petscii Editor, but I believe it requires the size to be 320x200.
      You might want to have a look at CharPad for this instead.
      Cheers,
      Jake

  • @hobbymagicstopmotion
    @hobbymagicstopmotion Год назад

    Do you have a video on programming more than 8 sprites?...using interrupts?

    • @TheStuffMade
      @TheStuffMade  Год назад +1

      Not at this time, but it's likely I'll do one at some point. It can get quite complex to write an efficient sprite multiplexer and sorting the sprites by y position can take quite a lot of cycles when you have many sprites.
      Cheers,
      Jake

  • @giuseppeazzarello8426
    @giuseppeazzarello8426 3 года назад +3

    congratulations, beautiful video, spruce that I can not follow you well, since I do not know English, I have to use the voice translator, but the translation is a bit poor. anyway I subscribed to your channel, when you made your first video in assembler, then you made another one, I hoped you would publish others, despite everything, I managed to understand your lessons well, now I have followed this and I think it is a wonderful program. I was asking, pet ascii editor I downloaded from your link, and much smaller than the online one

  • @demogorgon1043
    @demogorgon1043 2 года назад

    this thumbnail looks like lvllvl

  • @kraftwerk974
    @kraftwerk974 3 месяца назад

    What a pity you stopped posting tutorials mate !!

  • @FD-ze1xg
    @FD-ze1xg 3 года назад +3

    Hi there!
    Congratulations for the channel!
    The videos are well done!
    I wanted to know how to make sprite collisions, and the sound I wanted to make a small alien game.
    Thanks if you can help me!

    • @TheStuffMade
      @TheStuffMade  3 года назад +1

      Hi FD, it's very easy to use the C64's hardware sprite collision detection, it will give you pixel perfect collision detection. All you need to do is read the register $D01E, it will tell you if 2 or more sprites have collided, the bits corresponds to the sprite numbers (1 to 8) and if you want to check for sprite to background collision you can read the register $D01F, it will set the bits corresponding to which sprite collided with the background.
      I will cover music and sound effects in a future episode.
      Hope this helps.
      Cheers,
      Jake

    • @FD-ze1xg
      @FD-ze1xg 3 года назад +1

      @@TheStuffMade Hi Jake
      Do you have any projects that I can download?
      If not, I'm hoping to find something on the internet that is explained well!
      Unfortunately many youtubers make videos but don't know assembly well!
      It would be easier for me to understand....
      Anyway thank you so much for your quick response!
      Sorry for my bad English...
      Frank

    • @TheStuffMade
      @TheStuffMade  3 года назад

      @@FD-ze1xg I don't have a project covering these topics for download yet. I will cover them in the future, the collision detection is quite easy, but music and sound effects gets a bit complex.
      Cheers,
      Jake

  • @johneygd
    @johneygd 9 месяцев назад

    I really really could hardly imagine that the C64 could only handle 8 sprites on screen as of 64 sprites atone of the nes,since both systems do have an 8bit cpu and ppu chip.

    • @TheStuffMade
      @TheStuffMade  9 месяцев назад +1

      The NES got the same limitation of max 8 sprites per line (that's why you often see sprite flickering in NES games) and the NES sprites are much smaller 8x8 or 8x16 compared to 24x21 or 12x21 on the C64. The NES does allow for more colors though. You can do more than 8 sprites on the C64, but you will have to implement a multiplexor, like I did for the intro to this episode with 32 sprites on screen at the same time. For a more in depth comparison, I recommend watching this video: ruclips.net/video/Lu3WEftsbqk/видео.html
      Cheers,
      Jake

  • @c0dered111
    @c0dered111 2 года назад +1

    400th like

  • @beautylola4218
    @beautylola4218 3 года назад +1

    DO EPISODE 4 PLSSS I WANNNA LEARN ASSEMBLY 6502 YOUR MY ONLY RESOURCE!!!!