Skip to main content
sunsided
GitHub creator profile

sunsided

Repository-level view of 44 collected skills across 7 GitHub repositories.

skills collected
44
repositories
7
updated
Jun 23, 2026
repository explorer

Repositories and representative skills

c64-basic
software-developers

Commodore 64 BASIC V2: programming rules, the three data types (integer, floating-point, string) and their constants/variables/arrays, expressions, arithmetic/relational/logical operators and precedence, string handling, INPUT/GET, program crunching, and the…

May 23, 2026
c64-disassembly
software-developers

Workflow for reverse-engineering existing Commodore 64 code — .prg/.bin files, cartridge dumps, memory snapshots, and raw 6510 listings. Covers the .prg load address, the tokenized BASIC stub and its SYS launcher, classifying every address as RAM / ROM call /…

May 23, 2026
c64-game-ports
software-developers

The two Commodore 64 control (game) ports: reading joysticks, paddles, a light pen, and mouse, and how they map to hardware registers (CIA1 $DC00/$DC01, SID POT $D419/$D41A, VIC light-pen $D013/$D014). Use this skill WHEN a user asks "which port is player 1",…

May 23, 2026
c64-graphics
software-developers

C64 screen graphics from the programmer's view: the five VIC-II display modes (standard/multicolor text, ECM, standard/multicolor bitmap), custom 8x8 character sets, screen/color/character memory layout, video bank selection, and smooth scrolling. Use this…

May 23, 2026
c64-keyboard
software-developers

The C64 keyboard and screen editor: every special key and what it does — the Commodore (C=) key, CTRL, RUN/STOP, RESTORE, SHIFT / SHIFT-LOCK, CLR/HOME, INST/DEL, cursor (CRSR) keys, function keys f1–f8, RETURN — plus screen-editor behavior (quote mode, insert…

May 23, 2026
c64-memory-map
software-developers

The complete Commodore 64 memory map and banking: zero page, stack, the BASIC program area and pointers, screen and color RAM, the $D000-$DFFF I/O area, the BASIC/KERNAL/character ROMs, the $0000/$0001 6510 port plus the 82S100 PLA that switches…

May 23, 2026
c64-sprites
software-developers

Commodore 64 hardware sprites (MOBs, movable object blocks): the 24x21-pixel / 63-byte sprite shape, sprite pointers, enabling sprites, X/Y positioning including the X MSB ($D010) for positions past 255, sprite color, multicolor sprites, 2x X/Y expansion,…

May 23, 2026
c64-hardware
software-developers

The physical Commodore 64 and its servicing: system specs, the chip complement (6510, VIC-II, SID, two CIAs, PLA, ROMs, DRAM) and each chip's role, the circuit theory (power, reset, clock, video/audio, ports), board revisions and how to ID them, connector…

May 23, 2026
Showing 8 of 18 collected skills.
gamedev-assets
software-developers

Use when setting up asset loading, designing asset handles/registries, building offline asset processing tools, implementing hot reload, loading spritesheets or atlases, or deciding how to organize game asset directories.

May 21, 2026
gamedev-audio
software-developers

Use when adding or modifying audio playback, sound mixing, music systems, or real-time audio synthesis in a Rust game. Trigger when user mentions rodio, cpal, sound effects, music playback, audio mixer, or procedural audio.

May 21, 2026
gamedev-bevy
software-developers

Use ONLY when the project already uses Bevy (bevy in Cargo.toml) or the user explicitly asks about Bevy. Do not trigger for custom wgpu/winit/ECS projects. Use when working with Bevy plugins, components, systems, states, the Bevy asset server, schedules, or…

May 21, 2026
gamedev-debug-ui
software-developers

Use when adding egui debug overlays, frame timing panels, entity inspectors, renderer stat displays, in-game feature toggles, or puffin profiler integration to a Rust game. Also use when the user asks how to add a debug view or troubleshoot via in-game…

May 21, 2026
gamedev-ecs
software-developers

Use when designing ECS component layouts, system ordering, event systems, deferred spawning/despawning, fixed vs variable update schedules, or deciding how game world data flows to the renderer. Use for both custom ECS and library ECS (hecs, legion).

May 21, 2026
gamedev-godot-rust
software-developers

Use ONLY when the project uses Godot with Rust (gdext or gdnative in Cargo.toml, or .gdextension file present). Do not trigger for pure Rust/wgpu projects. Use when working with GodotClass,

May 21, 2026
gamedev-input
software-developers

Use when setting up input handling, designing action maps, rebindable controls, gamepad support, mouse delta handling, input buffering, or deciding how raw winit events should flow to gameplay code.

May 21, 2026
gamedev-packaging
software-developers

Use when preparing a Rust game for distribution, setting up release builds, bundling assets, creating Linux/Windows/macOS packages, or configuring asset path resolution for deployed executables.

May 21, 2026
Showing 8 of 15 collected skills.
6502-merlin-assembler
software-developers

How to read and write 6502/65C02/65816 assembly source for the Merlin macro assembler (Merlin 8, Merlin Pro, Merlin 16/16+, Merlin 32 on Apple II/IIgs, and Merlin 64/128 on Commodore). Covers Merlin's source column layout, its pseudo-opcodes/directives (ORG,…

May 23, 2026
6502-instruction-set
software-developers

Reference and semantics for the MOS 6502 / 65C02 / 65816 instruction set: mnemonics, addressing modes, opcode bytes, cycle counts, and exact flag effects. Use this skill WHENEVER you read, write, disassemble, trace, explain, or port 6502-family assembly…

May 23, 2026
6502-memory-map
software-developers

Memory maps, I/O register layouts, ROM entry points, and zero-page conventions for the main 6502 home computers: the Apple II family, the Commodore 64, and the Atari 400/800/XL/XE. Covers Apple II soft switches ($C000-$C0FF), language card, Monitor ROM and…

May 23, 2026
6502-sweet16
software-developers

Reference for SWEET16, Steve Wozniak's 16-bit interpreted pseudo-processor built into the Apple II Integer BASIC ROM (entry $F689). SWEET16 is a tiny virtual machine with sixteen 16-bit registers (R0-R15) living in zero page, invoked by JSR SWEET16 followed…

May 23, 2026
6502-to-rust
software-developers

A workflow for porting 6502/65C02/65816 assembly (Apple II, Commodore 64, Atari 8-bit, NES, Merlin source, SWEET16) to modern Rust by first lifting it to an explicit intermediate language (IL) and then raising that IL to idiomatic Rust. Covers the two-stage…

May 23, 2026
Showing 7 of 7 repositories
All repositories loaded