Introduction
With the release of my first ever commercial game on the Commodore 64, Seawolves, I thought it might be of interest to the coders among you as to how the game was constructed.
From the outset, brace yourself to read about some "code less travelled", as the game required several strange or quirky methods that are perhaps more associated with the madness that goes in the demo scene.
NMIs + IRQs running in sync. Real-time torpedoes thanks to "splites". Real-time implosion animations. Real-time ocean waves. Real-time water distortion effects. FLD shift + upward correction. GFX stream-ins. Quick logic. Branch-jumping.
Let’s check them out in turn.
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