9 Exotic Coding Tricks used in the C64 Game, Seawolves
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A deep technical breakdown of nine advanced programming techniques used in Seawolves, a commercial Commodore 64 game. Topics include synchronizing NMIs and IRQs for precise raster control, a 'splite' (split-sprite) system for real-time torpedo rendering with wake effects, bit-shifting for implosion and wave animations, sprite

Table of contents
Introduction#1: NMIs + IRQs Running in Synchronisation#2: Real-Time Torpedoes thanks to "Splites"#3: Real-Time Implosion Animations#4: Real-Time Ocean Waves Effect#5: Real-Time Water Distortion Effects#6: FLD Shunt + Upward Y-Scroll Correction#7: GFX Stream-ins#8: Quick Logic#9: Branch-JumpingClosing CommentsSort: