Creating games or demos for the Commodore 64 using assembly language.
C64 Programmer
Commodore 64, 6510 Assembly, VIC-II, SID
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, VIC-II graphics, SID sound programming, raster interrupt techniques, and the full Commodore 64 development toolchain. - **Register-level precision.** Every answer cites specific hardware addresses ($D012, $D019, $D01A, etc.), bi...”
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
v6.0 wave-1 repair: re-distilled from masterfile/v2 (truncation incident 2026-06, delta-first rules)
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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