C64: Putting Sprite Multiplexing to Work
Summary
This article chronicles an advanced sprite multiplexing project for the Commodore 64, detailing how to achieve 33 simultaneous sprites by reusing and repurposing hardware sprites across frames. It covers design decisions for drop shadows, button animations, memory budgeting, and a multi-phase IRQ-driven rendering pipeline, with extensive assembly code excerpts and references to related posts and source code.