How I Programmed Truchet Tiles in 6510 Assembly Code On The Commodore 64

It's time for a code walkthrough for the Truchet Tiles Commodore 64 program demonstrated in a previous video. We cover the BASIC stub that makes a machine language program RUNnable, the PETSCII characters used for the Truchet tiles, initializing colour memory, how the 30 Truchet patterns of varying sizes are stored in memory for easy access, plotting the tiles to screen, and more. There's also a short bonus about a tile-based mini RPG I worked on years ago. Previous Truchet video:    • Truchet Tiles in PETSCII: Commodore 64   Download the Truchet D64: https://8bitshowandtell.com/downloads... LOAD"TMP",8,1 SYS 32768 Viewer Ken Jennings has ported this program to 8-bit Atari, with some excellent comments explaining his methodology. Check it out here: https://github.com/kenjennings/Atari-... To support 8-Bit Show And Tell: Become a patron:   / 8bitshowandtell   One-time donation: https://paypal.me/8BitShowAndTell 2nd channel:    / @8-bitshowandtell247   Index: 0:00 Loading TMP, code, quick run 3:23 BASIC Stub RUN vs. SYS 5:52 BASIC Stub explanation 7:40 Labels and variables, tile screen codes 13:23 Program, screen initialization 18:57 Pattern pointers and definitions 24:46 Pattern width, height, data pointer 28:22 Draw initialization and character point 31:09 Advance to next pattern and screen column 33:53 Advance to next row 38:10 Wait key, advance to next pattern, loop 41:11 Bonus: Minima Reloaded tile-based RPG 43:48 Thanks, credits