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Reflections on Porting Blood Money to Commodore 64: Technical Challenges and Developer Insights

By

mariuz

7mo ago· 6 min readenInsight

Summary

A game developer reflects on their experience porting the game 'Blood Money' to the Commodore 64, discussing the technical challenges, components used (multi-directional scrolling, sprite multiplexor, scripting, sprite compression), and personal reflections on both the enjoyable aspects and cringe-worthy elements of the project. The developer expresses interest in potentially reviving the project or reviewing the code.

Key quotes

· 5 pulled
While I still remember the details, I thought I'd go over my port of Blood Money to the C64.
It had some really cool bits in it, and I had great fun doing it.
Some parts make me cringe a little now, so it'd be interesting to revive it, and see if I can get it building again.
One thing that DID bug me, even back then, was the crappy starfield. It was just some characters stuck in the map, and it sucked.
So what were the main components? Multi-Directional scrolling, Sprite Multiplexor, Scripting, Sprite compress
Snippet from the RSS feed
While I still remember the details, I thought I'd go over my port of Blood Money to the C64. It had some cool bits, and some bits that make me cringe, but I loved doing this game....

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