Media Summary: I vibe coded a complete strategy game for the Continuing on with the Worm game, we add code to keep the tail pointer-to-pointer (TAILP) up to date, to extend the length of the ... Finished the Worm game! Added the score display and the choice to play again or exit to a Ready prompt, and made it auto-boot ...

Commodore 128 Assembly My Programming Environment - Detailed Analysis & Overview

I vibe coded a complete strategy game for the Continuing on with the Worm game, we add code to keep the tail pointer-to-pointer (TAILP) up to date, to extend the length of the ... Finished the Worm game! Added the score display and the choice to play again or exit to a Ready prompt, and made it auto-boot ... A short one this time, as we fix the bugs in the dot-plotting routine from last time. Now we can setup graphics mode on the ... Hi, and welcome to episode 8, where I continue the series on developing a

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Commodore 128 Assembly: My Programming Environment
Racing BASIC, Assembly, and C on the Commodore 128 with C64Studio and cc65
Commodore 128 - I used AI to make a full game in assembly
Commodore 128 Assembly #28: Programming The 80-column Display (8563 VDC)
Commodore 128 Assembly Language #19: Worm part 4
Commodore 128 Assembly Programming #22: Worm part 6
Commdore 128 Assembly: Farming Game part #0
Commodore 128 Assembly #35: 80-column Graphics #4
Commodore 128 Assembly Language: Worm part 3
Commodore 128 Assembly Language Intro Video
Commodore 128 Assembly Programming #23: Banking
#008 - Making a Commodore 128 Game - Part 2
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Commodore 128 Assembly: My Programming Environment

Commodore 128 Assembly: My Programming Environment

I've had a couple requests to explain

Racing BASIC, Assembly, and C on the Commodore 128 with C64Studio and cc65

Racing BASIC, Assembly, and C on the Commodore 128 with C64Studio and cc65

Blog post for getting C64Studio and

Commodore 128 - I used AI to make a full game in assembly

Commodore 128 - I used AI to make a full game in assembly

I vibe coded a complete strategy game for the

Commodore 128 Assembly #28: Programming The 80-column Display (8563 VDC)

Commodore 128 Assembly #28: Programming The 80-column Display (8563 VDC)

Here's a whiteboard tutorial on

Commodore 128 Assembly Language #19: Worm part 4

Commodore 128 Assembly Language #19: Worm part 4

Continuing on with the Worm game, we add code to keep the tail pointer-to-pointer (TAILP) up to date, to extend the length of the ...

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Commodore 128 Assembly Programming #22: Worm part 6

Commodore 128 Assembly Programming #22: Worm part 6

Finished the Worm game! Added the score display and the choice to play again or exit to a Ready prompt, and made it auto-boot ...

Commdore 128 Assembly: Farming Game part #0

Commdore 128 Assembly: Farming Game part #0

No

Commodore 128 Assembly #35: 80-column Graphics #4

Commodore 128 Assembly #35: 80-column Graphics #4

A short one this time, as we fix the bugs in the dot-plotting routine from last time. Now we can setup graphics mode on the ...

Commodore 128 Assembly Language: Worm part 3

Commodore 128 Assembly Language: Worm part 3

Continuing on with the Worm

Commodore 128 Assembly Language Intro Video

Commodore 128 Assembly Language Intro Video

Welcome to

Commodore 128 Assembly Programming #23: Banking

Commodore 128 Assembly Programming #23: Banking

Memory management (banking) in the

#008 - Making a Commodore 128 Game - Part 2

#008 - Making a Commodore 128 Game - Part 2

Hi, and welcome to episode 8, where I continue the series on developing a

Commodore 128 Assembly #38: Farm Game part 1: Planning the Graphics

Commodore 128 Assembly #38: Farm Game part 1: Planning the Graphics

No