Hardware Requirements - Doing this on a barebones C64 is nigh impossible. If you add the assets into your assembler code to be copied into RAM, well then that text takes up available codespace! I usually did this by compiling just code to a binary file, then using a packer/linker to load all the charsets, sprites etc and squeezing to a runnable file. Doing this on the C64 is a little different. ASM file and with one build, then load, you start it et voila. Linking - You can link in binaries for things like graphics and stuff directly into your. Then your assembler code also occupies ram (that is, the text you type in that gets turned into machine code) - The more code you type, the less codespace available for your compiled code. If you load an assembler like Turbo Assembler, it takes up some of this RAM. Memory - The c64 as you may know only has 64kb of ram. Having done it on both, I can say that, writing code on a modern PC with a cross assembler like ACME with a nice editor is hands down a better experience than doing it on the C64 itself and here's a few reasons why.
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