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Sprite Multiplexer
C64 Sprite Multiplexing
Commodore 64 Double Dragon: The Waist Gap (Sprite Multiplexing)
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Last Updated: October 19, 2026
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Summary
Here I did my own test on how to do How does this Commodore 64 BASIC code Finally found some time to write a The text reads: THANK YOU Mads Nielsen - Kick Assembler Covert BitOps - GoatTracker J. Fox - Graphic Editor. We take a look at the 1988 conversion of Double Dragon for the Commodore 64 which is somewhat notorious for poor playability ... I was looking at my old multiplexor and thought how it might be useful to expand its capabilities to include multicolour, priority, and ... A test where the c64 is put in Ultimax + DMA mode via an external cartridge. It shows 7 fully ... scroll that drops a shift. so the The routine I'm currently working on. It takes 25 % of CPU time. The most time consuming subroutine is the one that sorts The time has come! Taking advantage of the insights that the "Planet Balls" gameplay has offered us, let's try to understand ... Yet another experiment with the char-mode engine running at 80×100 (GreyEngine2) I've implemented a