C64 Programs
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I had used the C64 for learning the computer programming, so I had done many little programs in the past using basic and assembler languages.

In 1987 I saw the simulation of a grave fall down motion in a PC. I wrote a Basic program that give the same results in the C64.

caduta screenshot

Probably in 1986/87 I write my first SID tune for the C64. The music engine used was the Basic/assembler of A. Colin published in a Commodore book. The engine only gives 3 fixed instrument voices, but the data are inserted in Basic instructions. I don't remember the exactly year I did this tune, but I studied music from '84 to '86 and studied assembler language after '87, so 1986-87 is the correct time point.
The music uses this scheme: AABBC that's like a symphony or something like this (I don't remember the exactly music definition). It is based onto the first 9 music measure published in the book, so it was called "The return of Sheba" because the books music was the "Arrival of the queen of Sheba" of G. F. Handel.
It took me a saturday and a sunday to insert all the music data into the program, so I had no control if I putted invalid data respect my music partition. If the music seems out of sync or has some strange notes, these only means that I'm not a good musician.
Well, I recently found the original music partition, so I insert the notes in a Midi file and I look that there's a timing error in the partition (in C section). However I find the Sid tune more beautiful respect the Midi version!!!!

Finally, in January 2001 I have converted the tune to use only machine code, so a SID file version is available.
You can find more about sid my tune looking at the SID section on this site.

In 2001 I wrote two mini games for the first minigame competition.
I wrote a 510b snake for the 512b cathegory:

512b intro


The second top line with barriers was not planned, but was added to hidden a bug due to a strange kernal rules about cursor position. It take me 2 days to code and some other days to test and fix the bugs.
Then I wrote a 1940b improved version for the 2K cathegory:

snake2k intro

snake2k

This version include better graphic with 2D snake, music and hidden features (try to found or look in the source, or ask me). Unfortunatly I can't test the music in my real C64 (I develope the games with VICE), so I insert the music from the Petch game (well, I test the game in the C64 after the end of the competition: goes as in VICE!!).
I had more byte to increase the quality of the game (and even more using compression), but due to the impossibility to test to the C64 I prefere to not insert more code (like a real queue to the snake and a more better quality music).

In 2002 I wrote 3 1KB games for the second minigame competition
The first is AP: a simple western based games with the monument valley in the upper of the screen.

ap screenshot

The seconds is Elicoph: a indipendence day based games with music in it

elicoph screenshot

The last is bulderJones a mix of Bulderdash and Lazy Jones.

bulderjones screenshot


This Silent Night demo was develoup for testing a full screen routine I'm coding for an Italian Demo and was release at the Christmas 2002 compo

Silent Night intro

Silent Night demo


As the routine is missing the sprites managing, I simple put some equals sprites in the left/right borter that seems some columns that changes color with the music being played (Silent Night). In upper and bottom border, flash sprites show "Buon Natale".


This hires images was released at the Pixel compo 2003 and was made with Hires-Editor 1.5

FC64 image


It is nothing of special, but I want try, so now I can know ho difficult is made such images pixel by pixel.
However I prefere use my automatic conversion tools for made images and then modify them pixel by pixel if needed

In 2003 I wrote this 1KB game for the 3 minigame competition
Haras is a simple Oil's Well clone:

haras screenshot

And here the most beutyful game I code: MArkanoid
It is a 4KB game for the 3 minigame competition

markanoid screenshot

There is a very long story about this game that you can read into the README file into the game pack!.

FD is a little Chistmas demo done for the Christmas Demo Compo 2003.

FD intro

FD demo

In 2004 I wrote Little Sara Sister 4KB minigame for the minigame competition

lss screenshot

The game was developed with the help of Ready64 forum people

In 2005 I wrote Ann Gong 4KB minigame for the minigame competition

ann screenshot

The game was developed with the help of Ready64 forum people

In 2006 I wrote Elav 4KB minigame for the minigame competition

elav screenshot

The game was developed with the help of Ready64 forum people

In 2006 I wrote LSS 1.5 8KB minigame for the minigame competition

lss15 screenshot

The game was developed with the help of Ready64 forum people

Download the simulation (4.6K) program in CBM format.
Download the "The return of Sheba" (6.2K) sid tune original program in CBM format.
Download the "The return of Sheba" (4.0K) sid tune modified program in CMB format.
Download the "The return of Sheba" (4.1K) sid tune is PSID format.
Download the "The return of Sheba" (28.2K) source in CA65 syntax.
Download the midi tune (14.4K) in MIDI format.
Download the Snake 512b (8K) with CA65 source.
Download the Snake 2K (8K) with CA65 source.
Download the AP 1K (8K) with dasm source.
Download the Elicoph 1K (6K) with dasm source.
Download the BulderJones 1K (6) with dasm source.
Download the Silent Night demo (30K) with dasm source.
Download the FC64 image (21K) with VICE image.
Download the Haras 1KB minigame (12K) with dasm source.
Download the MArkanoid 4KB minigame (80K) with dasm source.
Download the FD demo (200K) with dasm source.
Download the Little Sara Sister 4KB minigame (71K) with dasm source.
Download the Ann Gong 4KB minigame (26K) with dasm source.
Download the Elav 4KB minigame (157K) with dasm source.
Download the LSS 1.5 8KB minigame (57K) with dasm source.



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