Assembly Language Fundamentals
Courses
Guides
Disk Images
Resources
Dev tools
Directory
Blog
Links
About
Contact
Difficulty
Name
Description
Category
Version
Updated Date
Intermediate
Sprite Drawing III
This lesson shows how to combine two 8×8 sprites side by side and move them together to appear as a single 8×16 sprite, demonstrated by creating a simple flying saucer made from two synchronised sprites.
Graphics
1.0
November 19, 2025
Intermediate
Sprite Drawing IV
Learn how to overlay two sprites with different colours to create multi-colour or shaded effects, breaking the single-colour limit and giving your sprites depth and a 3D appearance.
Graphics
1.0
November 19, 2025
Intermediate
Sprite Movement
Learn how to animate a sprite on the Tatung Einstein by repeatedly updating its X and Y coordinates in the VDP’s sprite attribute table, letting the hardware move it smoothly across the screen without redrawing pixels.
Graphics
2.0
November 19, 2025
Intermediate
Sprite Animation
This lesson teaches how to animate a sprite by changing its pattern to match movement direction, making it appear to face up, down, left, or right for simple visual feedback.
Graphics
2.0
November 19, 2025
Intermediate
Sprite Projectiles
Learn how to fire projectiles using sprites, manage their active state, and update movement independently for dynamic shooting action.
Graphics
2.0
November 19, 2025
Intermediate
Sprite Collisions
Learn how to detect when two sprites touch by checking the VDP’s collision flag, then trigger a visual response — such as changing the background to red — when a collision occurs.
Graphics
1.0
November 19, 2025
Advanced
Keyboard Matrix Scanning
This lesson teaches how to scan the Tatung Einstein keyboard matrix directly using the AY-3-8910, read multiple keys in real time, and use raw hardware input to control game movement.
Graphics
1.0
November 21, 2025
Beginner
Appendix I - ASCII Codes
A reference table showing ASCII codes for letters, digits and symbols. Useful for printing characters, converting numbers, and understanding how text is represented in memory.
Appendicies
1.0
November 19, 2025
Beginner
Appendix II - Registers
Explains every register and its role. Covers general, alternate, index, stack, and special registers with examples, focusing on how they interact and differ in assembly programming.
Appendicies
1.0
November 19, 2025
Previous