Category Archives: crpg

Moving my C64 CRPG to Turbo Rascal

Following a suggestion on one of my recent YouTube videos I’ve been trying out Turbo Rascal Syntax Error (TRSE) for my Commodore 64 game development and first impressions are very positive. TRSE uses a Pascal style language which I have used previously at University, though I missed out on the famous Borland Turbo Pascal for… Read More »

C64 CRPG Update: The Citadel

I’ve been working away on my Commodore CRPG as time allows and making some good progress with it. It’s provisionally called “The Citadel”. I’ve made a number of visual changes including moving the map display to a separate screen which I think works quite well, tweaked the wall graphics a bit and added a custom… Read More »

C64 RPG Display Choices

Since my last post I’ve been experimenting with using the Commodore 64’s multi-color character mode. This mode allows you to display 4 different colours in each 8×8 pixel character cell but with the loss of horizontal resolution. Each “pixel” in multi-color mode is effectively made up of 2 horizontal pixels – this sometimes leads to… Read More »

New Developments

Here’s the latest image from my Commodore 64 RPG. I’ve added some additional tiles (from Ultima IV) as placeholders and to give me something to work with whilst coding game functionality. The Ultima IV tiles and C64 character set are temporary. I now need to add some additional maps to the game with working entrances… Read More »

Graphics Editing

I’ve spent a bit of time looking at Windows based tools to enable me to easily put some new graphics into the C64 game. Previously I was exporting a simple binary file from the character editor in CBM PRG Studio which works ok but isn’t really geared towards larger bitmap graphics than tiles or sprites.… Read More »

Revising the map display

Since my last post I’ve made some fairly significant changes to the on screen map display for my C64 CRPG. Firstly I’ve changed the display from a full screen map to a window onto the map. In addition I’ve changed the code to display each map tile using 4 characters rather than a single one.… Read More »