64 Bites - #035 - Automated Sprite Setup

Commodore 64 Programming Screencasts
0 ratings

In the previous episode, we've seen how to optimize the memory usage of the sprite animation with a technique called run-length encoding. It allowed us to keep only a unique subset of all bitmaps in the memory. In effect, we managed to shave off almost 2KB of RAM.But we needed to calculate indices and repetition counts of unique frames by hand. Today we will use the compilation time metaprogramming to automate that process.

What is this?

It's an episode of the 64 Bites - Video Tutorials for Programmers,

the series designed to teach you how to program Commodore 64 in small and easy steps.

What's inside?

  • The Video - Short, Intense and Focused
  • You can stream it on any device
  • or download DRM-free
  • Full Transcript so you can follow along.
  • Source Code for everything you will see on the screen.
  • Programming Exercises to do on your own.
Powered by


64 Bites - #035 - Automated Sprite Setup

Enter your info to complete your purchase


or pay with
You'll be charged US$3.99.