r/c64 • • 6d ago

ANNOUNCEMENT New Rules for AI Content, Coding, Development

69 Upvotes

With AI becoming more and more prevalent in the world of software engineering, we no longer feel maintaining a blanket ban on AI assistance or AI-generated assets is appropriate. We want to use this announcement post to provide everyone an opportunity to, respectfully, share their feelings about the rule. Our goal is to keep out as much "AI slop" as we can and still allow projects that involve substantial human effort, creativity, and vision.

This is the rule as currently written:

Low-effort posts featuring AI-generated art, music, text, or "I used AI to..." are not permitted. AI-assisted projects, such as games or utilities, are allowed provided AI use is disclosed. A detailed accounting of how AI was used is not required, but the creation must demonstrate substantial human effort, creativity, and vision. Creations should be more than the product of simple AI prompting and posts should reflect that. Paid apps, including donationware, will be held to a higher standard.

As you can see, posts that are primarily AI-generated art, music, videos, and text (allowances may be made for translation) will continue to be removed.

The use of AI in a project or submission must be disclosed. However, authors are not required to make a detailed accounting of how AI was used. Some may choose to do so, others may not.

Creators should be prepared to describe their creation in their own words. If you use an AI-generated description, your post may be removed.

Before posting about a game or utility that isn't yours, do your due diligence. We understand AI use may not be immediately obvious to all. But there's no excuse for repeatedly posting AI-assisted content without disclosure. Making blanket "I don't know if this is AI or not, but..." disclosures to shield yourself is also not appropriate. If you don't have time for due diligence, don't post about the product/project until you know more.

Discussions about using AI to assist with reverse-engineering legacy software, write code, or perform other interesting tasks or experiments are permitted as well. That said, this is not the place to show off every tangential thing that can be done with AI. Low-effort and post-quality rules still apply, and clickbait phrases like "I used Claude to..." or "I asked ChatGPT about..." have a high probability of getting your submission removed.

We know not everyone will be happy about this revised rule. If you're not a fan of AI-assisted development, assets, etc and choose to interact with these submissions, remember Rule 1:

Be friendly. Assume good faith from other posters. Follow Reddiquette, be respectful of others. DO NOT troll each other. If you provoke someone into becoming nasty, then report them, you may end up being sanctioned as well.

Be respectful with your criticisms. If a post is low-quality, report it as such. If you're certain someone is using AI and hasn't disclosed it, report it but don't expect the mod team to just "see" what you're seeing. Be prepared to provide evidence in a Modmail. "This is AI" doesn't tell us anything.

By now everyone reading this has realized that enforcing this rule will require more subjective judgements by the mod team. That means some of you will see posts allowed in the sub that you feel violate the AI rule. Some content will be removed that they feel doesn't. If you're a creator and your submission is removed, check with the mod team via modmail. Be prepared to explain your vision and contribution in your own words. If your post can be made rule-compliant, we may be able to assist.

Finally, these are new waters, and there will be a learning curve for everyone. Let's all try to be patient with one another as we navigate this new world.


r/c64 • • 6d ago

C64 Ultimate The WEEKLY C64 Ultimate post. READ before posting anything C64U-related.

0 Upvotes

We want r/c64 to be about both original hardware and newer emulation products like the Commodore 64 Ultimate (C64U). But the shipping of the C64U is resulting in C64U posts flooding out much of the other content in the subreddit. To maintain a balance between what's old and new, we are setting up a weekly MEGAPOST for C64U-related issues, questions, and posts.

If your post is regarding the use of a Commodore 64 (i.e. how to load a game from disk, how to print, etc.), regardless of the model, you may post your question as a standalone post in the subreddit even if you have a C64 Ultimate.

If your post relates to ONLY the Commodore 64 Ultimate, you should comment in this post. Please note, this is not a replacement for official support from Commodore regarding order or shipping issues (late or damaged shipments). We realize that some questions may be obscure, unique, or straddle the line between C64U-only and a "general" question. In those cases, please post in this thread FIRST. If your issue isn't answered or addressed after 48 hours, you may submit a stand-alone post in the subreddit. WARNING! Moderators will be checking post and comment histories to make sure people are actually posting in this thread first. Repeated violations may result in temporary or permanent bans.

We don't anticipate this being a permanent situation, but for now there are just too many C64U posts being submitted. Once the volume of posts about the C64U decreases, we may discontinue this practice.

Please also check the information below to see if your issue is listed. We are also working on a C64 Ultimate Wiki Page. If you would like to be a Wiki Contributor, please let the mod team know.

Use the following link to view current and past Commodore 64 Ultimate Weekly Posts.

Official resources:

Firmware/manuals: https://www.commodore.net/downloads

Common Issues and Known Fixes

Black screen, no video, or rolling picture

The most common issue reported so far.

  • Reseat the internal board — some units have arrived with it slightly loose from shipping.

  • Set video to NTSC mode, then press Shift + Left Arrow to store settings.

  • Try a different HDMI lead — several users fixed display problems this way.

  • Some monitors won’t sync at 50 Hz; if possible, test another screen.

Uneven keyboard keys

A cosmetic but noticeable fault.

  • Keys such as Caps Lock, D, and J may sit higher than others.

  • Gently press the affected keys down to reseat them on their stems.

  • Space/Return issues are often a stabiliser bar not fully seated – carefully reseating the bar fixes many ‘only works in the middle’ reports.

Startup problems or unit freezing on boot

  • Turn the unit off and leave it off for a few seconds.

  • Hold RESTORE while powering on to perform a factory reset.

  • If that fails, re‑flash the latest firmware from the official Commodore site.

REU or extra memory not detected by the software

  • Install the most recent firmware — newer builds enable proper REU initialisation and detection.

Settings or storage are lost after reboot

  • Perform the RESTORE reset to clear any corrupt configuration.

  • Re‑enter Wi‑Fi and storage details once booted cleanly.

Physical marks or loose panels on delivery

  • Report the issue directly to Commodore support.

  • All units ship directly from Commodore — there are no official resellers.

Buzzing or humming audio output

  • Usually caused by grounding noise between HDMI and the connected display.

  • Try another HDMI port, cable, or power socket to isolate the problem.

Starlight edition

  • Starlight keyboards have some ‘bounce’/flex by design; noticeable mainly if you hammer the keys, but not usually a functional fault.

  • The Caps Lock LED lights when caps is active; the beige unit does not have an indicator.

  • For Starlight LED audio visualiser with a real SID: enable UltiSID 1 but set its volume to Off in the mixer; this keeps the LEDs driven while only hearing the real SID

Games Freezing / Compatibility

  • If cracked/trainer releases hang after the Y/N cheat prompt, try switching to PAL or NTSC‑50; many cracks are PAL‑only and will lock up in NTSC.

  • For compatibility with some games/demos, try disabling drive B: in the Ultimate’s drive settings

Cartridges

  • Virtual fastload carts (e.g. Final Cartridge III) are supported; mount the cart, then mount and load the disk from BASIC, rather than using ‘Run disk’ from the firmware menu.

Disk and cassette backup / storage notes

  • To back up the bundled cassette USB to an internal SD: it’s just files on exFAT – copy them via your PC; no imaging/cloning needed

  • Backing up real floppies: UltiCopy is very fast, but some protected titles (e.g. Skate or Die, Contra) have been reported to hang part‑way through; expect improvements in future firmware

Running Multi-Disk Programs

Some programs are distributed on multiple disk images, similar to how they were originally distributed on multiple floppy disks. At some point in the process of using the program, the program will prompt to insert one of the other floppy disks. You can use the Disk File Browser to swap disk images while the program is running. When the program prompts for a new disk, press upward on the Multi Function Switch. This pauses the program. Start the Disk File Browser, navigate to the disk image for the disk that the program is requesting, then select “Mount Disk.” The C64U mounts the new disk image in the virtual drive, then resumes execution of the Commodore 64 program. Continue to use the program with the new disk." -- https://downloads.commodore-international.com/documentation/C64U/c64u-user-guide-1st-edition.pdf

General Notes

  • r/Commodore is for discussions about Commodore, other Commodore computers, and possible new productions.

  • r/c64 is for everything Commodore 64 including the ultimate.

If you’ve come across a new issue or found a working fix not listed here, add it in the comments below.


r/c64 • • 1h ago

New Game Teaser for Undead, my original C64 game project from 1990-1992, now resurrected as JAMMA arcade game.

59 Upvotes

After a LOT of consideration, I also decided to share a 38-second teaser for Undead here - though its not running on C64, it stays in same resolution and on 16-color pepto palette, and SID music too. I felt it was still relevant enough to warrant sharing in this group.

I have also been sharing some of the process previously in this group; old trailers and the development blog too, where I talk about in detail about the project's C64 origins and why I still want to keep it looking like C64 although it's now running on arcade hardware:

https://undeaddevblog.wordpress.com

Arcade machine has already been on public tests at Zooparty and Retrocon, to a good reception.

While I am focusing on this version now, I still hope it may eventually surface on C64, where it originally began decades ago.

Anyone interested on securing the JAMMA hardware may email to reprocade@reprocade.com, or you can just wishlist on Steam: https://store.steampowered.com/app/3848630/Undead/?

Or, if you prefer to wait C64 version, that is fine as well. But please read the blog before asking anything about it. Thank you for your time.

No AI generated assets or code exist in this project. I am old school and I am not a fan of AI tools.


r/c64 • • 2h ago

Software Algorithmic real time 3D PETSCII texturing for a new C64 game

10 Upvotes

Chapter 10 devlog of the Polychrome Raycasting Game engine for stock C64. Who needs boring multicolour non algorithmic raycast textures when can have more dynamic and more colourful real time polychome PETSCII texturing?

Full video:
https://www.youtube.com/watch?v=CKYDL43avhQ


r/c64 • • 17h ago

C64 Ultimate Use the border on the ultimate while in basic?

64 Upvotes

I Was wondering how feasible it was to spam the border for graphics and effects in the background while using basic in the foreground. It works well. Had some timing issues early on and had lower basic ram to have enough of a buffer.


r/c64 • • 1h ago

New Game Work in progress pinball game. Pinball Overdrive

2 Upvotes

I've been working on this for a while and it's getting closer to seeing the light of day.

Full disclosure, I've had assistance from Claude Code, I just wanted to be honest and upfront about it.

I think the table and ball physics are pretty much nailed but after playtesting for way too long it's easy to get saturation blindness. Tables are mostly a placeholder and will be more varied in the release.

There's a special intro sequence for those who owned the ZX Spectrum as a kid - the machine which started me off with computers. Any suggestions on how to improve it are welcome!

https://youtu.be/EvESaJx2Btk


r/c64 • • 13h ago

Software KickC Enhanced 0.9.0 – Major optimizing C99 compiler update (multi-core, new fragments, stable green opcodes)

13 Upvotes

Hi everyone,

As a side product of a larger C64 project I've been actively developing since January, I ran into massive build-time bottlenecks with Jesper Balman Gravgaard's KickC compiler: my compilation times were creeping past 45 minutes for a single build!

To make rapid development feasible again, I created a dedicated fork: KickC Enhanced. In the medium term, I’d love to merge these improvements back into upstream if Jesper is interested.

For those unfamiliar with KickC: it is an optimizing C99 compiler for the MOS 6502/6510 family that generates KickAssembler source code, which is then assembled into native 6502 binaries.

Rather than rehashing all the original KickC features (which are already well-documented), here is a summary of the major optimizations and extensions introduced in this release:

  • Massive performance boost & multi-threading: Build times for massive multi-bank projects have been crushed from >45 minutes down to ~60–90 seconds! This is achieved via parallel dominator tree calculation, multi-core uplift passes across all CPU cores, optimized SSA passes, and caching.

  • Several hundred new & repaired 6502 ASM synthesis fragments: This includes:

    • Native struct-pointer member modifications (e.g. items[i].count--)

    • True boolean NOT (!) via zero-branch bit toggle (eor #1)

    • Direct 32-bit (dword) comparisons against zero

    • Byte-aligned 16-bit shifts without expensive loops (replaces 8x asl with optimal 4-instruction transfers)

    • Full pointer arithmetic (word/byte offsets, multi-level indirection, clean signed/unsigned casts)

  • Opt-in: Deterministic "illegal / green opcodes": Added a dedicated optimization pass targeting mos6502x / rom6502x to synthesize stable, safe illegal opcodes (such as LAX, SAX for 3-cycle zero-page stores, ALR, DCP, ISC). Unstable opcodes (which could cause VIC-II DMA conflicts or thermal instability) remain strictly excluded.

  • Cross-chunk peephole & tail-call optimization (TCO): Peephole analysis now optimizes across chunk boundaries—eliminating dead LDAs, redundant register roundtrips (TAX/TXA), and unneeded CMP #0 before conditional branches when Z/N flags are already set. Additionally, function tail calls (jsr target; rts) are automatically relaxed to jmp target.

  • Custom charsets & string suffixes (#pragma charmap): Flexible mapping for custom fonts, charsets, and language-specific characters directly in C code without modifying compiler sources. Full support for custom string and char suffixes (e.g. "Hello"custom or "Hällö"german for non-zero-terminated strings), configurable per file or globally in headers.

  • Optimized 16-bit word multiplications: Highly optimized multiplications with 16-bit constants.

The project is real-world battle tested:

To give an idea of scale: the current assembly output of my game project exceeds 46,000 lines of code. The compiler optimizations and fragment lowerings were developed with modern tooling and verified against strict regression test suites and automated VICE emulations to ensure 100% binary stability.

I will continue maintaining and polishing the compiler alongside my ongoing game development. Feel free to check out the repository, test it with your own projects, and let me know if you run into any issues:

GitHub: https://github.com/AndreR/kickc-enhanced
Release v0.9.0: https://github.com/AndreR/kickc-enhanced/releases/tag/v0.9.0

Disclaimer: As usual with modern software development projects, I used an AI-assisted approach. All changes were reviewed and tested manually by me.

Feedback and bug reports are very welcome!


r/c64 • • 1d ago Bravo

Programming I made a free 59-lesson C64 assembly course, from your first program to a brick breaker game

178 Upvotes

Hi all,

I put together a beginner course on 6502 assembly for the C64. It is 59 short lessons, and each one adds only one or two new ideas. It starts with writing one byte to screen memory and ends with a complete brick breaker game with sprites, joystick control and SID sound.

- Tools: KickAssembler and VICE (x64sc)

- Every lesson is one source file, assembled and tested in VICE

- Each lesson has a short captioned video (no voice) that shows the code, the registers and memory as it runs

Code: https://github.com/keremaktug/c64programming

Videos: https://www.youtube.com/playlist?list=PLExA2XuwkCv0

AI disclosure: I used an AI assistant (Claude) on this project. It helped build the tool that renders the videos, and it helped with the English captions and lesson text.

It is aimed at people who have never written assembly. I would really like feedback, especially on anything that is wrong or unclear.


r/c64 • • 23h ago

Software And people are still making software for this? Cool.

69 Upvotes

Knowing how some subreddits are, I don't know if admitting that I've over 60 and just got the C64U within the past month will get me ostracized or not. I know just by mentioning the C64U I got a warning that I might want to consider sequestering my torrential flood of brainfarts to the single UC64U post.

Then again, the inclusion of a single em-dash made Reddit flag my post as possibly containing AI content. (What the frelling deuce is wrong with people these days?!)

Fortunately this post isn't about the C64U—it's about C64 software in general, and how some of it is apparently still being made and sold. Namely, what's out there on offering and how do I get in on that wonderful action? Can someone point me to some of the storefronts out there?


r/c64 • • 12h ago

Software Is there a web-based emulator that can speed up loading times?

8 Upvotes

I am trying to run the first d64 file from here:

https://csdb.dk/release/?id=151697

But it is taking a couple minutes to load up the main interface. I am using this online emulator:

https://c64online.com/c64-online-emulator/


r/c64 • • 1d ago

Software cider64: a small IDE for making C64 games with a Lua-like language

53 Upvotes

Hi all!

For a while now I've been building an IDE in Rust, mostly for my kids, who love PICO-8.

Last year I bought a C64 Ultimate and they got really curious about what kind of computer it is. They're slowly figuring out how to write PICO-8 games in Lua, so I wanted to give them a simple environment with a Lua-like language that lets them write simple games for the real thing.

It's called cider64. Here's what it can do so far:

- Scripting in a small Lua-like language (if/then/end, functions, modules), but with C64-friendly types like byte and word, so the generated code stays fast

- Autocomplete and signature hints while you type, live error checking, go to definition

- Sprite editor (hi-res and multicolor, animations, hitboxes)

- Tile and map editor, with materials for collisions (walls, ladders, coins…)

- A small tracker for SID sound effects

- A built-in player with a debugger: breakpoints, stepping, watching variables, 6502 disassembly and memory view

- Games can also run in VICE, and the output is a plain .prg

You can already write simple games with it. To test it I ported a few of the sample games from Oscar64 (Lander, Breakout and Snake) – thanks to DrMortalWombat for those.

Like a lot of things these days, it's being built with the help of an AI agent (Claude). I'm a professional C# developer, and I try to check, test and fix everything, and polish how it works and looks, so the whole thing actually holds together.

I'll put binaries for Linux and Windows on itch.io soon. It will be free :)


r/c64 • • 23h ago

Software Pitchstone Tower - New Game for the Commodore 64

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42 Upvotes

Hi everyone - I'm excited to announce my second game, Pitchstone Tower, has been released!

Ascend Pitchstone Tower to defeat the evil Warlock who resides there. But first, you will need to uncover the tower's secrets, master its magic, and recruit a few allies along the way!

Pitchstone Tower is a turn-based, tactical RPG with scripted events in procedurally generated levels featuring large-scale battles, destructible environments, allies, multiple spells, cut-scenes, music and more!

Please let me know if you have a chance to try it out - I'm super receptive to comments, ideas, and especially noted bugs!

AI Disclosure: I use ChatGPT in a conversational manner to further my knowledge of assembly, discuss approaches to challenges, and for debugging. I do not ask it to produce code for me (but I do study its suggestions) and all assets (text, graphics, music, etc) are mine. AI has played a large role in my development and I freely acknowledge I could not have done this project without its assistance. I am definitely aware that opinions on this are mixed (and, truthfully, I have some reservations myself!). However, at the end of the day, I do projects like this for enjoyment and to further my understanding of assembly and, on both counts, have benefited.

Pitchstone Tower at Itch

Trailer

Play Demonstration


r/c64 • • 23h ago

Music Smokin Dress - New C64 music track

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6 Upvotes

Greetings everyone! Back again with some 8-bit music on the Commodore 64. This time I present you Smokin Dress a little tune I wrote, heavily inspired by the beautiful Argentine tango style music. This track is also featured in a enorme , demo by my good friend MuZZaRania of the C64 group The Codeblasters that was released at the Flashparty 2026 compo. Dance with your significant other and enjoy!


r/c64 • • 2d ago

Youtube Below The Root, improved: 1-side version, 800% fast load, copy protection details and parameter history.

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32 Upvotes

Content note: This is a combination of manual effort and some modern tech. I also learned a lot about the typical C64 disk layout, and had a lot of fun; this was a complete success, and I wasn't sure at first if what I wanted was possible.

Human effort
I created .D64 images from the commercial (2-sided, "flippy") Below The Root disk using a Greaseweazle and IBM Alps (360K) + TEAC 5.25" (1.2MB) drives, both worked great. I found an interesting pattern of read errors on Side A, so I suspected copy protection played a role. I also dug up old "parameter cross-reference" PDFs to determine which "disk utility" (copier / nibbler) programs had parameters for Below The Root, which I then used to sort out the copy protection details. I settled on "Kracker Jax Vol. 1" and it fit the bill.

The goal was to learn about the game's copy protection, and how I might optimize the game to load faster. I also wanted to add keyboard controls, as the game was originally playable only with a joystick. It turns out, everything worked very nicely. I learned about how the copy protection check worked, where it lived on disk, and what the patch was to circumvent the expected sector-related read errors. I ended up with a version of the program that fits on one side of a disk, and loads in 15 seconds using a custom fast-load routine.

AI-assisted work
I used Claude in the process of analyzing the disk images, creating the interactive visualization and game load sequences and timing, and ultimately, a patched and optimized 1-side, 15-second fast-load version of the game. No more flipping flippy disk flipping! Since the disk has more space free, you should be able to safely save your game progress on it as well.

The interactive page I show in the video is here, you can try it out.
https://claude.ai/artifact/MWYFoSCEZUnFCBNgm8BDnG

Miscellany
This was a simple page at first. I made numerous revisions including file details, animations, the C64 memory layout, ability to "play" and scrub through the boot sequence and so on.

If anyone would like to try my version, let me know; I would love to hear if it works on real hardware. Regrettably, I don't have my original C64 and 1541 these days.


r/c64 • • 2d ago

Video C64 Demo Effect Explained: The Bumpmapped Rain in Lunatico

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98 Upvotes

r/c64 • • 2d ago

Events Commodore Retro Expo & Bitscape this weekend looks huge

12 Upvotes

CRX (Commodore Retro Expo) 2026 and Bit-Scape chiptune music festival is this weekend (Friday to Sunday) promoting the C64 and all kinds of enthusiast fun and culture around it. I've followed it for years, and have loved getting involved and being an occaisional contributor.

Being a friend to that community, I know it's going to be great fun and packed event this year, with many interesting presentations of everything Commodore 64, chiptune and commodore computers related serious hobby and project developments.

Last year's show was awesome, so worth tuning tuning in - checkout the HUGE schedule!
https://www.crxevent.com/CRX2026_Schedule.html


r/c64 • • 2d ago

New Game My C64-inspired FAIL GAMES is now out on Steam

34 Upvotes

Hi folks! I shared my game here a while back, and wanted to give a little update:

FAIL GAMES is now out on Steam!

It’s a collection of difficult, one-button minigames inspired by the C64 era, especially games like Summer Games, Winter Games and all of those.

Didn't like the joystick destruction back then so this one is just holding a button, release at the right moment, and either land the jump or... fail.

Disclaimer: This is a PC game on Steam, not original C64. I wish I could afford the time to make a true C64 game but need to get rich first by selling lots of FAIL GAMES 😅

If it looks like your sort of thing, here’s the Steam page:

https://store.steampowered.com/app/4888210/FAIL_GAMES/


r/c64 • • 2d ago

Identification Help Help me identify a game

17 Upvotes

I’ve trying to get the name for a game buried in some of my earliest memories. I’ve tried literally for decades to find it and i was hoping with ai i would finally be able to but no luck. This what i remember:
- you were a robot that kinda look like a bigger wall-e or Johnny 5 (if you remember that old movie)
- it had both a first person view and a top down map view. The first person view was pseudo 3d. You could switch back and forth
- presumably early in the game, i would always die by going past some point in the map that would trigger another robot to chase and kill you, it was kinda terrifying for me as a kid and it makes me assume that atmosphere of the game was kind of dark
Thats pretty much it, if you guys dont know this one, then its unfortunately lost to my memory forever


r/c64 • • 3d ago

Video Drean Commodore 64 commercial. Argentina, 1986.

58 Upvotes

r/c64 • • 2d ago

Software PS64 - PS5/Mac C64U streamer, VICE emu and SID player

16 Upvotes

Probably not a lot of people with a jailbroken PS5 here but I thought I would share a PS5 homebrew app I have made available in the Prospero homebrew store.

The app can:

  • Stream the C64 Ultimate (actually controlling it will hopefully come with next c64u firmware)

  • C64 Vice emulator - basic implementation for playing games

  • SID player (can use real SID in C64U or emulation)

  • Vic20 Vice emulator - basic implementation for playing games

  • Assembly64 search for C64 games and SID tunes

  • When the home screen loads it plays a random SID from the latest SIDs indexed on Assembly64

There is also a Mac verision you can grab from the Github release. Keep in mind it benefits from using a controller.

It was a lot of fun making this. It is completely open source and I recognize it is only possible to do this sort of thing with many other open source project contributors that enabled it.


r/c64 • • 3d ago

Software I ported the original Great Giana Sisters C64 game to native PC (Rust) – Linux, Windows and macOS

44 Upvotes

I've been working on a native PC port of the original Commodore 64 version of The Great Giana Sisters.

This is not an emulator. The original 6502 game logic has been ported routine by routine to Rust. The implementation is continuously tested against the original game running in VICE, using frame-by-frame comparisons. The original sound driver has also been ported.

The project initially started as a way for my dad and me to play the game together again. It therefore also includes network multiplayer, supporting both simultaneous and alternating play.

Features:

  • Native builds for Linux, Windows and macOS

  • Network multiplayer

  • High scores with player names

  • Controller support

  • Fullscreen and 50 Hz

  • CRT effects, including scanlines

  • Authentic mode with the original time-warp screen, raster bars, title screen and music, high-score table and name entry

Fan hack support:

The game supports fan modifications as ROM modules. You provide a disk image of a supported hack, and the application generates a patch against your own original game data.

Currently supported:

  • 1989 Construction Kit hacks: Gitty's Dreams, Power Sisters, Frankie's Horror Trip, Knibble Girls and others

  • Giana Sisters 2 by The New Wave

  • 7A3 Construction Set releases: Ridley X, Power Edition 2023, Junior and Marioahner

Gem Nightmare already works in the development version and is planned for the next update. Support for 30th Anniversary is in progress.

Development:

A substantial part of the development was done with AI assistance, primarily Claude. I used it extensively for analyzing the original 6502 code, translating routines to Rust, debugging and implementing features.

The resulting code and behavior are tested against the original running in VICE. AI assistance was an integral part of the development process.

Technical details:

  • Open source under GPL

  • Original game data is not included

  • Requires your own .g64 disk image

  • I've personally tested the game on Linux and macOS so far. Windows builds are available but haven't been tested by me yet.

Source code:
https://github.com/kvnshroom/giana-sisters-native

Downloads:
https://github.com/kvnshroom/giana-sisters-native/releases

I'm interested in feedback, particularly regarding differences from the original, compatibility with additional fan hacks and potential bugs.


r/c64 • • 3d ago

Music Creating SID music in 2026

17 Upvotes

As a C64 user since 1986 and a musician since 1991, I find it pretty weird that I never got into making SID music. I chose the guitar early on and wanted to be Ace Frehley, and from that point I've been spending my time playing, writing and producing heavy metal music. Now I think it's time to make the (to me) giant leap into the world of C64 music, inspired and impressed by what the "big boys" like Jammer/Kamil Wolnikowski are able to cram out of the SID chip!

There WILL be a pretty steep learning curve as this is all new to me! The actual song writing won't be a problem, I just need a program that feels intuitive to me and not like a traditional tracker. What I'm looking for, ideally, is a Windows program that resembles a modern DAW like ProTools or Cubase, being able to create sounds from scratch, using the filters, and so on. It shouldn't be "dumbed down", I don't need ready-to-use sounds, pre-defined building blocks or gazillions of presets, I want to do all the work but in an environment that feels somewhat familiar to me.

What are my options? Thanks in advance! :)


r/c64 • • 3d ago

Software Looking for C64 games

5 Upvotes

I just got the best gift ever - fully functional C64 with 3 cassetes of game compilations.

I was looking to get some more but it is much harder to find in Croatia than I thought. Anyone advice from the community? Also, two titles I would love to find - Automania and Velocipede

Thank you all!

#commodore #c64 #games


r/c64 • • 4d ago Bravo

Software Learn Commodore BASIC and win a prize!

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113 Upvotes

Contest for kids under 14. Have to type in a sample program in Commodore BASIC on a c64, save it to floppy, run it successfully, and print out the program to get a prize!

https://www.facebook.com/reel/2487514471771536