Staying Creative with Prog8 Programming the 6502 in a New Beginner Game Build

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Prog8 Programming the 6502 takes center stage in the latest video from CommodoreSam, who returns with the third chapter of his growing tutorial series. This time he walks viewers through the full source code of his first game, written from scratch after only one month of learning Prog8. The result is an honest, energetic breakdown that shows how approachable the language can be for anyone with even modest coding experience. Viewers get a hands-on tour of the logic behind the project, and the video makes it easy to follow every step from concept to finished Commodore 64 program.

A Friendly Teaching Style

The video opens with Sam greeting the audience “from LA, Lower Alabama” before explaining how far he has come since the series began. He installed the environment in episode one, converted a BASIC example in episode two, and now leaps into gameplay design with real enthusiasm. This installment focuses on his new Minesweeper-style game titled 6502 Fart Bombs, built entirely with Prog8 Programming the 6502 techniques. The humor keeps things relaxed, while the explanations stay practical.

He shows viewers the starting splash screen, the controls, and the thought process behind the interface. The goal mirrors classic Minesweeper: avoid hidden bombs, clear tiles, and use number clues to mark dangerous spots. Sam explains how the WASD keys and arrow keys guide the cursor, how space uncovers tiles, and how flags work. The segment is simple to understand, and his early mistakes and discoveries make the topic even more inviting.

Getting Inside the Code

Once the gameplay is clear, Sam begins unpacking the source code in detail. He moves through imports, constants, variable blocks, and the layout of his functions. The code structure is surprisingly readable, and he highlights each step that led him from a blank file to a working game. This part of the video is especially helpful for new programmers who want a clear example of how to organize their first full project.

The main loop is a strong example of how Prog8 Programming the 6502 keeps code tidy while remaining close to the hardware. Sam shows how the game waits for input, draws the screen, tracks flags, reveals adjacent tiles, and restarts cleanly after a win or loss. The process demonstrates how Prog8 keeps things fast yet approachable, with functions that summarize common tasks without hiding everything behind layers of abstraction.

Behind the Scenes of the Game Board

One of the most interesting moments comes when Sam explains how he built a virtual game board in memory. Prog8 does not currently support two dimensional arrays, so Sam created a clever workaround with arrays-of-arrays. He also uses direct screen memory to store tile states, reducing overhead and keeping performance tight on the Commodore 64.

He then explains the two pass system used to create the board: first randomly placing bombs, then sweeping the grid again to assign numbers to each tile. His simple one-in-ten random chance makes the game balanced without complicating early testing. Watching that logic appear on screen makes the mechanics far easier to understand.

Watching a Programmer Grow in Real Time

The best part of the entire episode is Sam’s transparency. He shows the code exactly as he wrote it, rough edges and all. He admits when he could have cleaned something up, and he never hides the sections that confused him during the build. That honesty turns the episode into a practical demonstration of learning through doing. Viewers see how much progress a new coder can make in a short amount of time with consistent practice.

He also discusses upcoming improvements, including better cross system support for other Prog8 targets like the VIC 20, PET, and Plus 4. The idea of a single codebase expanding across several classic machines should interest anyone who enjoys retro programming.

Why This Episode Works

Even viewers with limited coding background will find this episode approachable. Sam moves slowly enough to follow, but keeps the pace moving so nothing drags. His coverage of key input, cursor drawing, tile revealing, and flag logic forms a clear foundation for anyone wanting to write simple grid based games. The longer he explains, the clearer it becomes that Prog8 is a strong entry point for new 6502 developers.

Anyone wanting to learn a modern structured language for retro hardware should watch the video from start to finish. It explains real code in a friendly way while still giving enough depth to help new programmers make genuine progress.

You can download the game PRG and code at:
https://github.com/CommodoreSam/6502_Fart_Bombs

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