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sunsided/c64-skills

SkillsMP has collected 18 skills from sunsided/c64-skills. Open a skill to review its source and details.

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Skills in this repository

1 occupation categories · 100% classified

Showing 18 of 18 collected skills.

occupation
Software Developers
description

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…

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occupation
Software Developers
description

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 /…

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occupation
Software Developers
description

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",…

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occupation
Software Developers
description

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…

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occupation
Software Developers
description

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…

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occupation
Software Developers
description

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…

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occupation
Software Developers
description

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,…

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occupation
Software Developers
description

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…

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occupation
Software Developers
description

The three C64 character-code systems and putting text on screen: PETSCII (what PRINT and CHR$/ASC use), screen/display codes (a DIFFERENT mapping you POKE into screen RAM at $0400), and ASCII; plus cursor/color/reverse control codes and building text UIs with…

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occupation
Software Developers
description

Cycle-level hardware reference for the C64 video chip (MOS 6566/6567/6569 VIC-II): the register map ($D000-$D02E), 16-color palette, raster mechanics ($D012 + $D011 RST8), Bad Lines, the memory-access timing model, all eight ECM/BMM/MCM graphics modes (incl.…

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occupation
Software Developers
description

Writing 6510 machine language on the Commodore 64: the CPU (a 6502 plus the on-chip $0000/$0001 I/O port that banks ROM/RAM), registers and status flags, the 13 addressing modes, the full 56-instruction opcode set, hexadecimal, the 64MON monitor, where to…

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occupation
Software Developers
description

The two MOS 6526 CIA chips on the Commodore 64 — CIA1 at $DC00 (keyboard scan, joystick/paddle ports, the IRQ source) and CIA2 at $DD00 (serial IEC bus, user port, VIC bank select, the NMI source) — their data ports A/B and DDRs, the two 16-bit interval…

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occupation
Software Developers
description

Using a Commodore disk drive (1541 and family) from the Commodore 64: device 8, LOAD/SAVE, listing the directory, the command channel (channel 15) for DOS commands (NEW/format, SCRATCH, RENAME, COPY, INITIALIZE, VALIDATE), reading the error/status channel,…

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occupation
Software Developers
description

The Commodore 64 input/output system and its device/file model: logical device numbers, OPEN/CLOSE/PRINT#/INPUT#/GET#/CMD, secondary addresses, and the ports behind them — output to TV/printer/modem, the RS-232 interface, the serial IEC bus, the user port,…

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occupation
Software Developers
description

The Commodore 64 KERNAL ROM jump table and its user-callable routines: the fixed $FFxx entry points, each routine's purpose and register inputs/outputs, the carry-flag error convention and error codes, and the power-up sequence. Use this skill WHEN calling…

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occupation
Software Developers
description

The MOS 6581 SID sound chip and making sound and music on the Commodore 64 — the register map at $D400-$D41C, the three voices, the four waveforms (triangle, sawtooth, pulse, noise), the ADSR envelope generator, pulse width, the multimode filter, master…

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occupation
Software Developers
description

Orientation and router for Commodore 64 programming and hardware — the architecture at a glance, the memory/IO map, and a "which skill answers this" index across the focused c64-* skills (BASIC, graphics, sprites, VIC-II, SID, 6510 assembly, KERNAL, memory…

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occupation
Software Developers
description

The Commodore 64 Datassette / cassette tape: device 1, LOAD/SAVE/VERIFY, how tape files are found (sequential, no random-access directory), the tape buffer, headers, and the PRESS PLAY/RECORD prompts. Use this skill WHEN a user asks "how do I load/save from…

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Showing 18 of 18 collected skills.