[Color version] Take your game development knowledge to the next level on the Commodore 64. Learn advanced development features such as debugging, raster interrupts, sprite multiplexing, and SID music playing. Follow along with the creation of a multi-screen beach bar game and experiment with the tools and code libraries used to create it.
If you're ready to master the skills required to produce a production quality retro game, then you've come to the right place!
Learn Downloads and discussion forum available at www.retrogamedev.com.
4.5 stars. In Volume 2, Morris walks you through the construction of a finished game. Game elements include vertically-bounded sprite multiplexing, state machines for governing in-game character behavior, efficient ways of deciding which tiles cause sprite collisions, and integrating tracker-created music routines. Code examples make extensive use of assembler macros, which while simplifying the code listing, tend to hide (encapsulate?) many otherwise interesting details; not a problem though, simply download the .asm macros that come with the buildable source (from https://www.retrogamedev.com/downloads). The book uses the following development environment: Microsoft's Visual Stuido Code, Kick Assembler (with Visual Studio Code integration), VICE, C64 Debugger (slajerek, et al.), CharPad and SpritePad (Subchrist), and GoatTracker2 (use of GoatTracker is not covered). The book won't please ever aspiring C64 game programmer, but I love that people are still creating guides like this.