Tag: Commodore 128

SNK vs CAPCOM for the Commodore 64/128 Released!

Jon Eggelton and Gianluca Alberico have finally released SNK vs CAPCOM for the C64/128, and for free! There have been many fighting games released for the Commodore 64, International Karate+ being the main go-to fighter. Now there is a new kid on the block! SNK vs CAPCOM looks absolutely stunning with it’s cartoony graphics and flowing gameplay. All this is…

Scene World Podcast Episode #86 – Johan Grip and the C128 Neo!

In the world of retro reproductions, the Commodore 128 is the red-headed stepchild, with the least attention from enthusiasts. That is, until now! Johan Grip joins AJ and Joerg to talk about the C128 Neo, a replica PCB designed to help preserve these vintage machines. (interview starts at 13:40) http://scene.world/c128neo

C256 Foenix Project – What could have succeeded the C128?

A new web site and forum has sprung up announcing a project to create a spiritual successor to the C64 and C128. Early specification details include: 65C816 CPU at 14MHz 4MB RAM (split between main / video) Custom graphics chip – code named VICKY – providing 640×480 with 256 colors Dual 6581 and dual YM3812 sound chips Local DMA and…

The 128RM (the 128 remastered) Coming Soon!

The 128RM is a new Commodore 128 board that will fit inside the Commodore 64C housing. Very little is known about the board, with only a few prototype pictures shown on the German forum, Forum64. The creator (TheDuckSun) explains there are some modifications like: SD2IEC, VIC/VDC output switcher, Control Port switcher, 8bit colour ram, as well as 6-36VDC input voltage,…

Designing a Game for a Failed 8-bit Platform With No Graphics – RetroChallenge 2018/04 – Update #10

This is my 10th, and presumably final RetroChallenge update: tomorrow is the end of the contest. Most people would say “Hey, you were crazy to set that goal in the first place, let alone start with only a day left.” Ah, what do they know? I just a game design, and write some code. Sure, I only started learning assembly…

Debugging 6502 Assembly Doesn’t Have to be Awful – RetroChallenge 2018/04 – Update #9

I do not remember how I debugged BASIC programs back in the 80s. To be honest, I do not even want to remember. I’m sure it was convoluted, ugly, and painful. You know what’s really nice? Modern development environments where you can step through your program, statement by statement, watch the variables change, maybe even change some yourself as you go,…

Setting Up a Modern Development Environment for 6502/6509/6510/8502 Assembly Language – RetroChallenge 2018/04 – Update #8

If you are following along from the last update, you now have assembled the pieces you need to start programming in 650x Assembly language. Since my RetroChallenge is focused on the Commodore CBM II (“B Series”) machines, I am going to be showing how to set a development environment for that machine. But the same environment will work just as…

The Only Thing We Have to Fear, is Assembly Itself – RetroChallenge 2018/04 – Update #7

  Assembly language: the very name strikes fear into the hearts of retro-computing oriented nerds everywhere. “I used to program my (Atari|Commodore|TI99|Apple|ZX Spectrum) in BASIC, and I always meant to do something in Assembly, but… ” If that sounds familiar to me, then this is the blog for you! Or rather, this is about the 100th blog for you, because…

CPUs: The More the Merrier? – RetroChallenge 2018/04 – Update #3

You know those jokes that begin “You might be a redneck if you”? Here’s a Jack Tramiel version: “You might be in Commodore marketing if your boss told you to sell more CPUs, so you had the engineers cram 2-3 in every computer.” Thanks folks, I’ll be here all week… Despite some confusing early names, the Commodore B-series is not, in…

Argus, A New Commodore 64 Game by Achim Volkers Coming Soon!

Argus is a new stunning role playing adventure for the Commodore 64. Explore the lands of Argus that span 1500 locations on your quest to find and free the captured Starchild. Argus was programmed by Achim Volkers, with graphics design by Trevor Storey and atmospheric soundtracks by Saul Cross. For decades Zoran has sat in the temple of lies waiting…