T1

Pixel Patrol: Grid-Based Movement Mastery

Commodore 64 • Phase 1 • Tier 1

Learn 6502 assembly programming through creating 'Pixel Patrol' - a grid-based movement game. Master hardware sprite control, smooth interpolation, and the fundamentals of C64 game development.

⏱️ 1 week (32 lessons)
📚 8 lessons
6502 registers and memory addressing VIC-II sprite system and hardware control Game loop architecture and timing Grid coordinate systems and position mapping Linear interpolation for smooth movement Input handling and state management SID chip basics and sound generation

Tier 1: Pixel Patrol - Grid-Based Movement Mastery

Welcome to your first C64 game development project! Pixel Patrol introduces you to 6502 assembly programming through creating a complete grid-based movement game. Learn hardware sprite control, smooth animation, and game architecture fundamentals.

What You’ll Build

Pixel Patrol - A complete grid-based movement game featuring:

  • Hardware sprite character with smooth movement between grid positions
  • Responsive joystick and keyboard controls
  • Target collection system with scoring
  • Visual effects using multicolor sprites
  • SID chip sound effects
  • Professional game loop architecture

Game Concept

Control a sprite character that moves smoothly between grid positions on the screen. Navigate to collect targets while learning the fundamental concepts of C64 assembly programming and game development.

Learning Journey (32 Lessons)

Foundation (Lessons 1-8)

  • Lesson 1: C64 setup and VIC-II basics
  • Lesson 2: Create and display your first hardware sprite
  • Lesson 3: Design custom sprite graphics
  • Lesson 4: Read joystick input and detect movement
  • Lesson 5: Implement grid position system
  • Lesson 6: Move sprite between grid positions
  • Lesson 7: Add boundary checking and constraints
  • Lesson 8: Create basic game loop structure

Smooth Movement (Lessons 9-16)

  • Lesson 9: Set up movement animation framework
  • Lesson 10: Implement linear interpolation
  • Lesson 11: Create movement state machine
  • Lesson 12: Add sprite animation frames
  • Lesson 13: Design target positions and markers
  • Lesson 14: Create scoring system
  • Lesson 15: Add level progression
  • Lesson 16: Polish movement with easing

Visual Enhancement (Lessons 17-24)

  • Lesson 17: Enable multicolor sprite mode
  • Lesson 18: Draw background grid display
  • Lesson 19: Add color ramp effects
  • Lesson 20: Create sprite shadows
  • Lesson 21: Add particle effects
  • Lesson 22: Design screen borders
  • Lesson 23: Create title screen
  • Lesson 24: Add transition effects

Audio and Polish (Lessons 25-32)

  • Lesson 25: SID chip basics and tone generation
  • Lesson 26: Create movement sound effects
  • Lesson 27: Add background music
  • Lesson 28: Implement difficulty settings
  • Lesson 29: Create high score table
  • Lesson 30: Add performance timer
  • Lesson 31: Final polish and optimization
  • Lesson 32: Create professional loading screen

Core Skills Developed

6502 Assembly Programming: Learn fundamental assembly concepts through practical application.

Hardware Sprite Control: Master the VIC-II sprite system with precise positioning and animation.

Game Architecture: Build proper game loops, state management, and modular code organization.

Smooth Animation: Implement interpolation techniques for professional-quality movement.

Input Handling: Create responsive controls using joystick and keyboard input.

Audio Programming: Generate sound effects using the SID chip’s capabilities.

Why Grid-Based Movement?

Grid-based movement is the perfect introduction to game programming because it teaches:

  • Discrete positioning: Clear, predictable movement rules
  • State management: Character position and movement states
  • Interpolation: Smooth animation between discrete positions
  • Timing control: Frame-perfect movement and animation
  • Collision detection: Simple boundary and target detection

Technical Highlights

  • Hardware Sprites: Direct control of VIC-II sprite registers
  • Smooth Interpolation: Professional animation techniques
  • Multicolor Graphics: Advanced sprite display modes
  • SID Programming: Sound generation and music
  • Memory Management: Efficient sprite data organization
  • Performance Optimization: Cycle-accurate timing

Project Outcomes

By completing Pixel Patrol, you will have:

  • Created your first complete C64 game
  • Mastered fundamental 6502 assembly programming
  • Learned hardware sprite control and animation
  • Built a reusable game architecture framework
  • Developed professional game development skills
  • Created a polished, playable game for your portfolio

This project establishes the foundation for all future C64 game development, teaching you the essential skills needed to create increasingly complex and impressive games throughout Phase 1.

Lessons in This Tier

Work through 8 carefully crafted lessons that build your understanding step by step. Each lesson includes practical examples and hands-on exercises.

1

C64 Setup and Display

Create your first C64 assembly program with screen colors and text display

⏱️ 30-45 minutes 📊 easy 💻 Code Examples 🛠️ Exercise
Start Lesson →
Lesson 1 of 8
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2

First Hardware Sprite

Create your first hardware sprite and make it move - a yellow smiley face sprite glides smoothly across the screen!

⏱️ 30-45 minutes 📊 easy 💻 Code Examples 🛠️ Exercise
Start Lesson →
Lesson 2 of 8
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3

Joystick Control

Take control of your sprite with joystick input - the yellow spaceship responds instantly to your commands!

⏱️ 30-45 minutes 📊 easy 💻 Code Examples 🛠️ Exercise
Start Lesson →
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4

Basic Sprite Movement

Make your sprite respond to joystick input and move around the screen

⏱️ 30-45 minutes 📊 easy 💻 Code Examples 🛠️ Exercise
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Lesson 4 of 8
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5

Grid Position System

Add a logical grid coordinate system to track sprite position

⏱️ 30-45 minutes 📊 easy 💻 Code Examples 🛠️ Exercise
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6

Sprite Grid Movement

Convert grid positions back to pixel positions for snap-to-grid movement

⏱️ 30-45 minutes 📊 easy 💻 Code Examples 🛠️ Exercise
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Lesson 6 of 8
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7

Movement Constraints

Add boundaries and constraints to create strategic movement limitations

⏱️ 30-45 minutes 📊 easy 💻 Code Examples 🛠️ Exercise
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Lesson 7 of 8
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8

Basic Game Loop

Complete the Foundation phase with statistics tracking and game state management

⏱️ 30-45 minutes 📊 easy 💻 Code Examples 🛠️ Exercise
Start Lesson →
Lesson 8 of 8
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🚧

End of Tier 1 Preview

You've reached the end of our Tier 1 preview content! These 32 lessons provide a solid foundation in Commodore 64 assembly programming.

What's Coming Next

📚
Tiers 2-16
Advanced topics & projects
🎮
Complete Games
Build full projects
🔬
Phases 2-8
Master-level programming