AmigaStore Tools

Sprite Editor

Hi-Res & Multicolor Sprite Designer for Commodore 64 — طراح اسپرایت برای کمودور ۶۴

About This Tool

This online tool is designed for creating hardware sprites for the Commodore 64. Design in two standard modes: Hi-Res with 24×21 pixels or Multicolor with 12×21 double-width pixels. Upload any image to automatically convert it to the nearest colors — but note that a C64 sprite only has 63 bytes of data and images with fine details or large dimensions are not suitable for conversion. Best results come from small, simple, high-contrast images like icons, logos, or simple characters. Output includes BASIC POKE and BASIC DATA for execution on real hardware or emulators. This tool was independently developed from scratch by C64Spark and is part of the AmigaStore.ir tools collection.

*** SPRITE EDITOR ***
Colors
Actions

How to Use

To get started, select your design mode. HIRES mode offers 24×21 pixels with 1 bit per pixel — meaning each pixel can be one of two colors: sprite color or transparent background. MULTICOLOR mode offers 12×21 double-width pixels with 2 bits per pixel — meaning each pixel can be one of four colors: transparent, sprite color 1, sprite color 2, or shared color.

There are three ways to start designing. Click the DEMO button to load a sample sprite for the selected mode — this is the fastest way to see how the tool works. Upload your own image and the conversion algorithm will automatically convert it to the nearest available colors in the selected mode — but remember that images with fine details, large dimensions, or many colors lose quality during conversion. The ideal image for a sprite is a simple shape with clear outlines and a maximum of two to four colors. Or start from scratch by clicking on the grid cells.

The design grid is built exactly according to the C64 sprite memory structure. Each sprite uses 63 bytes of memory stored at address 8192. Colors for each mode are adjustable in the color palette — clicking on each color selects the next color from the standard 16-color palette. In HIRES mode, only one sprite color is adjustable. In MULTICOLOR mode, three colors are adjustable: two sprite colors and one shared color.

Editing tools are located below the grid. Fill the entire grid with the selected color, clear the entire grid, and invert colors are available for quick edits. Shift tools move the design in four directions: left, right, up, and down.

Rotation and mirror tools are also available. FLIP H mirrors the design horizontally, FLIP V mirrors the design vertically, and ROT 180 completely reverses the design — these three tools do not change the dimensions of the design and are safe for all sprites. However, ROT 90 and ROT -90 rotate the design by a quarter turn and swap width and height. For small sprites this rotation works without problems, but for large HIRES sprites that are close to the full 24×21 pixel dimensions, a 90-degree rotation will crop part of the design — because the new dimensions will be larger than the grid. The user should keep this in mind.

For output, you have two options. POKE output generates direct BASIC code with POKE commands that writes each sprite data byte separately into memory. DATA output uses the classic READ and DATA structure with a FOR loop. Both outputs automatically clear the screen, enable the sprite, set colors, place data at address 8192, and display the sprite at the center of the screen with horizontal position 160 and vertical position 100. In MULTICOLOR mode, the multicolor enable register is also set correctly.

Run the BASIC PRG file with LOAD and RUN. You can also save a BAS file for future editing and load it through the Load BAS button.

Technical Specs

  • HIRES: 24×21 pixels, 1 bit per pixel, 63 bytes
  • MULTICOLOR: 12×21 double-width pixels, 2 bits per pixel, 63 bytes
  • Sprite data at $2000 (8192)
  • Sprite Enable at $D015 (53269)
  • Multicolor Enable at $D01C (53276)
  • Sprite Color at $D027 (53287)
  • Shared Color at $D025 (53285)
  • Rotate tools: 90°, -90°, 180°
  • Flip tools: horizontal, vertical
  • Output: BASIC (POKE/DATA), .prg file, .bas file

FAQ

Does the output run on real hardware?

Yes. Load the PRG file with LOAD and RUN.

What is the difference between HIRES and MULTICOLOR?

HIRES uses 1 bit per pixel with 2 colors. MULTICOLOR uses 2 bits per pixel with 4 colors.

What image is suitable for uploading?

Small, simple images with high contrast work best. Images with fine details or many colors lose quality.

Can I edit a saved design later?

Yes. Save the BAS file and load it later.