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Commodore 64 Double Dragon: The Waist Gap (Sprite Multiplexing)
C64 - Sprite Multiplexing - 40 Sprites on Screen
Sprite Multiplexing / Parte I / Commodore 64
Sprite Multiplexer
Sprite multiplexing - EFMB64
Commodore 64 raycasting with a sprite multiplexer
C64 Technical peek - Multiplexor priority
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Last Updated: October 1, 2026
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The routine I'm currently working on. It takes 25 % of CPU time. The most time consuming subroutine is the one that sorts The text reads: THANK YOU Mads Nielsen - Kick Assembler Covert BitOps - GoatTracker J. Fox - Graphic Editor. I was looking at my old multiplexor and thought how it might be useful to expand its capabilities to include multicolour, priority, and ... Finally found some time to write a We take a look at the 1988 conversion of Double Dragon for the The time has come! Taking advantage of the insights that the "Planet Balls" gameplay has offered us, let's try to understand ... Here I did my own test on how to do Yet another experiment with the char-mode engine running at 80×100 (GreyEngine2) I've implemented a A general purpose multiplexor that maintains priority of