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.