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title: 9 Exotic Coding Tricks used in the C64 Game, Seawolves
description: A deep technical breakdown of nine advanced programming techniques used in Seawolves, a commercial Commodore 64 game. Topics include synchronizing NMIs and...
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# 9 Exotic Coding Tricks used in the C64 Game, Seawolves

**[Hacker News](https://daily.dev/sources/hn)** · 10 min read · 0 upvotes · 0 comments

## Summary

A deep technical breakdown of nine advanced programming techniques used in Seawolves, a commercial Commodore 64 game. Topics include synchronizing NMIs and IRQs for precise raster control, a 'splite' (split-sprite) system for real-time torpedo rendering with wake effects, bit-shifting for implosion and wave animations, sprite y-expand for water distortion, FLD (Flexible Line Distance) with upward Y-scroll correction to reclaim CPU cycles on bad lines, partial GFX stream-ins for RAM-efficient animation, ORA-based multi-condition branch logic, and using branch instructions instead of JMP to save a byte. The techniques draw heavily from the C64 demo scene and reflect expert-level 6502 assembly optimization.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://kodiak64.co.uk/blog/seawolves-technical-tricks>

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#gaming](https://daily.dev/tags/gaming)

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