Demonstration of speed of C64’s basic

Ah, this takes me way back in time… Just wanted to test the speed of C64’s basic with a simple program of controlling a worm. The video:

It was 1987 when I last coded with Commodore 64. ..and I admit it: I never learned 6502 / 6510 assembly well.. On Amiga I have done 680×0 assembly coding a lot, though…

Let’s see a picture of the source code:

1024 is the starting address of C64’s screen memory and 56320 is the address of joystick port 2.

If you want to download the d64 image with the program, it’s available below:

VERY fun way to play C64’s Pitstop II

It was, when I was about 10 – 11 years old, when I invented this kind of style to beat the computer player on Commodore 64’s Pitstop II. Watch the video:

The computer player is stuck behind me and AI computer player and eventually the computer player’s tires will blow up. After that, it’s easy to win the race. 🙂

This might be very fun with two human players. 🙂

For Relaxation: THE C64 Joystick with Manic Miner 64DX

Commodore 64 gets still new games or remakes of the old ones. In the end of the year 2019 was released Manic Miner 64DX. I tried my new retro joystick with it. The video below may give a picture can it be used for playing this kind of game:

Manic Miner 64DX for the Commodore 64

If you want to download this game, here’s the link:

Playing old retro games helps me to cut loose from my hard studies. This is perhaps because playing retro games today is not so serious as it was back in the day when the games were new.

Some pictures of the joystick:

Retro games also take me back in time. As a programmer I also think at the same time while playing the how the games might be programmed.

Map Editor now at version 0.13

I have started to code my dream game, some kind of 2D Ultima style game. At the moment the visibility blocking routine is working somehow, perhaps it now good enough for me…

When making the game, I noticed that I have to improve and fix my Map Editor a bit. Current version of the Map Editor is 0.13.

What’s new in it, is:

  • The world map can be filled with selected tile
  • The world map can be viewed as whole and by clicking somewhere of the map in whole, the editing continues from that area

Since I don’t have any certificate to sign the exe at the moment, version 0.13 comes with only source code and other files to be compiled with BlitzMax. Once you have installed BlitzMax ,compiling is easy: Just hit the rocket symbol and you have the exe.

Check the short video of the editor:

Map Edtor v0.13

I might share a video of the Ultima style game I’m making later…

AmiKIT – Compiling a C program to Play a MED module

I recently downloaded from the official AmiKIT site the free version of AmiKIT. It’s great! I love it! I love the Amiga!

While testing the AmiKIT in an environment, that reminds me of the environment I had with the good old Amiga 4000, I got a spark to learn Amiga things again.

It would be nice finish my old classic 2D Ultima style RPG game. But where to find the needed documentation?

Below is a little video of my AmiKIT early adventure:

In the video an old C program to play MED music modules is compiled and tested. The C compiler that is used is VBCC.

Below is that program in full:

/* This program loads a module, and plays it. Uses medplayer.library,
   octaplayer.library and octamixplayer.library, if required. Could be
   used as a small simple replacement of OctaMEDPlayer. */

#include <stdio.h>

#include <exec/types.h>
#include <libraries/dos.h>
#include <proto/exec.h>
#include <proto/dos.h>

/* These two must be included in this order. */

/* #include "proplayer.h" */
#include "proto/medplayer.h"
#include "proplayer.h"

int main(int argc,char *argv[])
    struct MMD0 *sng;

    struct Library *MEDPlayerBase = NULL;

    if(argc < 2) {
        printf("Usage: example2 <song>\n");
    /* Assume 4-ch mode (medplayer.library)
       We use V7 to obtain RequiredPlayRoutine */
    MEDPlayerBase = OpenLibrary("medplayer.library",0);
    if(!MEDPlayerBase) {
        printf("Can't open medplayer.library!\n");
    sng = LoadModule(argv[1]);
    if(!sng) {
        printf("Load error.");
        goto exit;

    printf("Press Ctrl-C to quit.\n");

    return 0;

Time will tell if my RPG made on Amiga will be ever finished…

Calculus has gone long way — now at version 3.4.1

At this point there are no known bugs in Calculus, but I recently fixed a significant bug.

The function of undo button has be renewed. Now it undoes in intelligent way every term added to the polynomial.

Those bugs.. I should make some kind of checklist and before implementation do some planning. With Calculus, I have pretty much just written the code from scratch without planning…

Little video, I made with my phone:

I still have plans for a PC version. At the moment my studies don’t take so much time, thus the first PC version may see light reasonable soon… I hope so…

C64’s Stix – I wish I had the time…

Nowadays studies take all my time.. Now I’m actually a student of computer science in a university… Since January of this year, I’ve lived in the world of Python, JavaScript & Ajax, CSS and HTML in the context of web server programming… I wish that the 7th week assignment of this course was behind… I’m working on the 5th now.. Today begins the Algorithms 2 course too for me..

I just made a video of me playing C64’s Stix. There’s something magic in this game..

Perhaps next summer.. Though, I’ve already made plans what to study in the summer..

New Year 2019

The year has started quite slowly for me.. Or has it? I’m again a full time student. That really slices quite a lot of hours of my day. At least I try to find time for my Android app Calculus. Some other projects are also in my mind.

Last summer I started coding a “space game” (I called it Androrace), but I lost my interest in it. Video below:

A try to code an update for Calculus as soon as possible.. Hopefully we’ll see some games too!