Finally, the follow-up video to the original "Commodore 64 Joystick-Controlled Sprites in Assembly and BASIC" video from September 2019! We explore a better approach to reading the joystick using the shift method. Also shown: how to display and move all 8 sprites using indexing, changing their colour and appearance, and also a more advanced topic of scaling the ROM character set up by a factor of 3 to turn the Commodore characters into big sprites.
Original video / part one: https://www.youtube.com/watch?v=mOMc6kLkUrg
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Commodore 64 Programmer's Reference Guide (see page 108-114):
https://archive.org/details/c64-programmer-ref
Download today's code on a .d64 with Turbo Macro Pro and the source code:
https://8bitshowandtell.com/prg/spritedemo.d64
Mount the .d64 in your emulator, or on your real C64, then:
LOAD"TMP *",8,1 (note that there's a space after TMP)
SYS 32768
Back Arrow L, filename: sprites21
Back Arrow 3, S to assemble and start
Joystick in port #2 to move sprite, fire button to change colour
Keys 1-8 to choose sprite 1 through 8.
Keys A-Z to change current sprite to selected letter.
Restore to exit back to assembler
Index:
0:09 Making Lamers Again
2:08 Trying the example (again)
3:35 Code Walkthrough: Initialization and Main Loop
7:30 Initsprites
11:04 Readjoystick
15:30 Readkeyboard
18:31 Positionsprites
22:45 Waitraster
23:50 Makesprites (initialization)
29:35 Makesprites (inner loops)
36:57 Finishing up
39:30 Thanks!
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