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C64 Blood Money

6 months ago
  • #C64
  • #Game Development
  • #Retro Computing
  • The author recalls porting 'Blood Money' to the C64, highlighting both enjoyable and cringe-worthy aspects.
  • Key components of the game included multi-directional scrolling, sprite multiplexor, scripting, sprite compression, turrets, character sprites, bullets/weapons, collision, shop, and front end.
  • The development used PDS (Programmers Development System), which included a PC ISA card and a C64 cartridge, offering a significant speed boost over traditional methods.
  • PDS featured a built-in text editor/assembler/debugger, capable of handling multiple files and assembling quickly.
  • The development timeline for 'Blood Money' was approximately 6 months, starting around October 1989 and ending in April 1990.
  • The game utilized zero page memory for optimizations, with specific constants and variables defined for memory management and collision detection.
  • Collision detection in 'Blood Money' was bitmap-based, allowing for precise interaction with the background, crucial for later levels.
  • The game supported simultaneous two-player mode, which impacted the sprite multiplexor design.
  • Initial setup involved taking over system resources, disabling ROMs, and configuring IRQs, with complex IRQ handling tied to the sprite multiplexor.