A fun C64/ C64Studio assembly programming tutorial, exclusively to THE NEW DIMENSION.
LAST UPDATED: June 2018
(Updates will be on-going and announced on the TND News page)
If you want to make and code stuff on a native C64 here's a tool disk to help you create and pack stuff
for your programming.
1: INTRODUCTION, AND ABOUT ASSEMBLERS
brief introduction to assemblers, looking at the type of Commodore 64
assembler. Also gives out an Introduction to cross assembly. This
chapter will take a look at the cross-platform tools you can use to
produce and generate your own productions - if you manage to get into
assembly. Finally, an introduction to the C64Studio assembler and how
to set it up.
COMMANDS AND SMALL TRICKS
chapter starts with the hardware pointers. Which shows the BASIC pokes,
and also the HEX addresses of the pointers which trigger the C64's
hardware. A table is used to help you learn the actual hardware
properties. Basic assembly commands, (everything LDA and STA). Heheheh
:). A HELLO WORLD style program to code, and also a practical little
example of coding a border flasher.
Chapter 3: SCREEN
PROGRAMMING AND DISPLAYING BITMAPS
chapter starts with an introduction to screen programming, how to
display HELLO WORLD (Again), Displaying a screen data to screen RAM
(screen data also known as matrix). There is also a simple tutorial on
displaying single character screens from charpad, and also extracting
the colour data to the specified characters. A rough moving text
scroll, horizontally and vertically, moving text vertically and
displaying bitmap graphics from a chosen bitmap editor format.
Chapter 4: RASTER SPLITS
AND INTERRUPTS, INTRO CODING, DEMO MAKING
familiarizing yourself with chapter 3's screen programming. This
chapter introduces you to raster splits, how to create them. Some of
the cool tricks they can do. There is also an introduction to IRQ
interrupts, with feature colour washing, multiple rasters. There are
also some practical examples, which shows you how to create simple
picture demos, intros, etc. There is also an important feature on
rasters with timing, with a few other practical examples. Do you want
to code your own intros, swing text, logos, scroll text and stuff like
that? You have come to the right place.
SPRITES, OBJECTS AND
PROGRAMMING YOUR OWN SIMPLE GAMES
you ever fancied a bash at making your own simple games? Well, this
chapter shows you how to do exactly that. It gives you basic sprite
information, such as how to move them through IRQ raster interrupts.
Introduction to sprite to sprite and sprite to background collision.
There are also a few games for you to play around with, and have fun
with. The best out of the selection are Missile Blasta - Remastered V2,
and also Rogue Ninja. You also get to learn to add MACROs to
Chapter 6: PROJECT HOUSEKEEPING, AND MORE GAME PROGRAMMING (Coming soon)
it can be quite painful to code a project using one single source in
one project. A small tutorial in chapter 6 goes through project
housekeeping, in which teaches you how to implement additional source
code files into a project. There is also a little more in game coding,
where we take a look at creating a path sprite movement, by writing a
sprite movement recording program, charset animation, background
scrolling, and play with a few example games that cover the feature.
For more code, it
is recommended that you also try out the the Codebase Wiki web site.