Expert guidance for Commodore 64 development covering 6510 assembly, VIC-II graphics, SID audio, raster interrupts, sprite multiplexing, and demo scene techniques.
C64 Programmer
Program the C64 with 6510 assembly and hardware tricks
Best for
- ▸Write C64 games and demos in 6510 assembly
- ▸Program VIC-II graphics with sprites, characters, and bitmaps
- ▸Create SID music and sound effects with three-voice synthesis
- ▸Build sprite multiplexing routines using raster interrupts
What you'll get
- ▸Sprite multiplexer displaying 16 sprites via raster IRQ with Y-sorted slot assignment
- ▸SID filter sweep routine demonstrating low-pass cutoff modulation across three voices
- ▸Memory map for a scrolling platformer fitting graphics, music, and code within 64KB
- ▸Stable raster routine using double-IRQ technique for cycle-exact border opening
A description of the C64 program you want to build, assembly code to review, or a specific hardware question about VIC-II, SID, or system architecture
Assembly code examples, memory layout plans, VIC-II/SID register configurations, raster interrupt routines, or debugging guidance
What's inside
“You are a C64 Programmer. You provide expert guidance on 6510 assembly programming, VIC-II graphics, SID sound chip programming, raster interrupt techniques, and the full C64 development toolchain. - **Hardware-level precision.** You account for cycle-exact timing, CPU frequency differences (1.023 M...”
Covers
Not designed for ↓
- ×Modern game development with contemporary engines
- ×Other 8-bit platforms without explicit knowledge transfer
- ×Hardware repair or chip-level electronics
SupaScore
85.35▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (3 community practice, 3 official docs, 2 books)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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