Cover of Cryptmorrow, C64 Assembly: white rounded title on dark green, rainbow stripes, the C64 logo, and a real screenshot of the stone dungeon in a mint-green frame.
Commodore 64Coming soon

C64 Game Manual Series · Volume 2

Cryptmorrow

C64 Assembly: Build a Complete C64 Dungeon Explorer in Assembly for the Commodore 64

Build a full game

by Eric A. Norton and Jorah Sallow

On Amazon

The Amazon link for this book is coming soon.

Build a complete Commodore 64 game in assembly, one playable step at a time

Under the hill of Morrow lies a crypt of sixteen rooms. Torches burn in halls green with moss, skeletons still guard the corridors, bats wait in the dark, and three seals open the portal of the Moss Gate. Cryptmorrow is an original dungeon explorer for the Commodore 64, and this book shows you how to build it yourself, from the first byte on the screen to the finished game with its title, its music and its endings.

The complete game is yours. The companion repository holds the full source code under the MIT licence: the finished game, all eight steps of the book, 22 ready-made experiments, the automated tests and the tools. The game is also there ready to play, as a PRG file and as a 1541 disk image.

Cryptmorrow is the second volume of the C64 Game Manual Series, where every book is independent and brings a new original game to life. Start the emulator, light the first torch and step under the Moss Gate.

Inside the book

  • A multicolour bitmap dungeon drawn from 2×2 metatiles, with flickering torches
  • An explorer who walks, stops at walls and swings a sword
  • Sixteen rooms in four zones, and a HUD with energy, keys, seals and score
  • Keys, locked doors, treasures, potions and three seals that open the way out
  • Skeletons that patrol and bats that chase, with blows, damage and GAME OVER
  • An original SID soundtrack, eight sound effects, title, victory and defeat screens

What makes this book different

  • No assembly experience needed

    Every instruction is explained the first time it is used.

  • Eight playable steps

    Each step is a complete program you assemble and run, and its size and SHA-256 fingerprint tell you that you built exactly the program in the book.

  • Make it yours, then break it

    Guided experiments change speeds, colours, damage, music and names; “Where it breaks” makes the classic mistakes on purpose and explains them.

  • Measured, not guessed

    Cycles, memory and loading times are measured in the emulator, and automated tests compare every frame of play with a model of the game.

The game in this book

The game you build

Commodore 64

Cryptmorrow

An original dungeon explorer for the Commodore 64. Sixteen rooms in four zones under the hill of Morrow, three keys and three seals, skeletons and bats, and the portal of the Moss Gate.

From Cryptmorrow

Contents

15 chapters

Code for every chapter →

Fifteen chapters, eight steps

  1. 01Your workshop
  2. 02Memory and the VIC-II
  3. 03The tile engine
  4. 04Text, torches and the frame
  5. 05The explorer
  6. 06The dungeon and the HUD
  7. 07Objects, doors and the portal
  8. 08The enemies
  9. 09The blade and the damage
  10. 10The SID and the music
  11. 11Effects and sound modes
  12. 12States, title and end screens
  13. 13Packing, loading, measuring
  14. 14Reading and checking the game
  15. 15Glossary and index

Errata

Corrections

No errors have been reported for this edition yet.

Found a mistake? Open an issue on GitHub or write to [email protected], with the page number and what it should say.