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No. 2374
I used to program simple games on the C64 in Basic. As far as sprites go, you had a grid (can't remember the size, Maybe 8x8) and you'd put in lines of data which told the computer whether the boxes on the grid were empty or which color they were filled with. The C64 had I think 16 colours so you had 17 choices. We designed sprites by using an eyeliner pencil and drawing on a grid covered in clear plastic which could be wiped clean later. If you wanted sprites bigger than the grid, you'd use the grids as tiles and stick them together.
I think the command to fill in a sprite block was "poke" so your code that built the sprite would look something like
poke something 0,0,12,0,12,0,0,2,3,5,6,0
It's a long time ago so I can't remember the details.
The game engine was written in Basic and had a lot of "If x=y then goto 500" type commands. Basic included a lot of built in commands to do things like wait for input from the keyboard or a joystick so it wasn't like programming from scratch in assembler.
The Amiga was easier and used programs like Amos and Blitz that resembled C. They were both full of commands that made everything easier and you could draw your sprites in a paint program and tell your game to load it directly from the disk. There was a simple command for collision detection which was my number one headache on the C64. Simplicity in comparison.
I'm rambling so I'll stop.
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