There is something incredibly refreshing about looking at C64 optimizations. Today we throw gigabytes of RAM at simple CRUD apps, while these developers were counting every single cycle and byte. It’s a good reminder that 'efficiency' used to be a core requirement, not an afterthought.
dwd|10 days ago
If I remember correctly Chris ported from the Spectrum. The data structures are particularly interesting using tokens/lookup tables to compress the data as much as possible.
https://www.icemark.com/tower/index.html
Also some notes on Doomdark's Revenge where Singleton managed to create a bigger map and feature more characters.
https://www.icemark.com/gate/index.html
stronglikedan|10 days ago
solarisos|10 days ago
It's a fascinating contrast to the modern 'move fast and break things' approach. Back then, if your routine was 3 cycles too slow, the sprite didn't just 'lag'—the entire raster effect collapsed. There was a level of deterministic discipline that we've largely abstracted away in favor of developer velocity.
publicdebates|10 days ago
kleiba|10 days ago