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How I Programmed Truchet Tiles in 6510 Assembly Code On The Commodore 64

Автор: 8-Bit Show And Tell

Загружено: 2025-08-15

Просмотров: 6752

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It's time for a code walkthrough for the Truchet Tiles Commodore 64 program demonstrated in a previous video. We cover the BASIC stub that makes a machine language program RUNnable, the PETSCII characters used for the Truchet tiles, initializing colour memory, how the 30 Truchet patterns of varying sizes are stored in memory for easy access, plotting the tiles to screen, and more. There's also a short bonus about a tile-based mini RPG I worked on years ago.

Previous Truchet video:    • Truchet Tiles in PETSCII: Commodore 64  

Download the Truchet D64:
https://8bitshowandtell.com/downloads...
LOAD"TMP",8,1
SYS 32768

Viewer Ken Jennings has ported this program to 8-bit Atari, with some excellent comments explaining his methodology. Check it out here: https://github.com/kenjennings/Atari-...

To support 8-Bit Show And Tell:
Become a patron:   / 8bitshowandtell  
One-time donation: https://paypal.me/8BitShowAndTell
2nd channel:    / @8-bitshowandtell247  

Index:
0:00 Loading TMP, code, quick run
3:23 BASIC Stub RUN vs. SYS
5:52 BASIC Stub explanation
7:40 Labels and variables, tile screen codes
13:23 Program, screen initialization
18:57 Pattern pointers and definitions
24:46 Pattern width, height, data pointer
28:22 Draw initialization and character point
31:09 Advance to next pattern and screen column
33:53 Advance to next row
38:10 Wait key, advance to next pattern, loop
41:11 Bonus: Minima Reloaded tile-based RPG
43:48 Thanks, credits

How I Programmed Truchet Tiles in 6510 Assembly Code On The Commodore 64

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