Glider for Apple II
colino.net
colino.net
Apple II high resolution graphics are 280x192 pixels stored in 8 kilobytes at 2000 - 3fff or 4000 - 5fff. (With a fun interleaving where bits in memory are not in the same order as the bits on the display. Woz saved a few chips that way.)
That is to say, there are no hardware sprites.
The fastest way to clear the display is an unrolled loop in the form of LDA #0, STA $2000, STA $2001, STA $2002 etc. That works out to about 30,000 cycles which takes 30 milliseconds. A more plausible operation - displaying a whole-screen bitmap by copying it from another location in RAM to the framebuffer using a loop with indexes - weighs in at several hundred thousand cycles, or an appreciable fraction of a second.
But this exists now: https://github.com/fadden/fdraw
These smoothly moving graphics over a background image would have blown everyone out of the water in 1982.
Apple added VBL polling with the IIe in 1983, and then broke it a year later with the IIc. And an unfortunate typo in the IIc technical reference manual meant that developers couldn't figure out how to do it properly.
The only official, cross-platform way to do it was through the mouse firmware, but most users didn't have the mouse hardware installed.
This game uses the mouse firmware, if available (II+ w/ mouse card, IIc, IIgs), to generate VBL interrupts. On the IIe without a mouse card, it polls for VBL.
By the way, if you're running this game on the Virtual ][ emulator for MacOS, be sure to disable the mouse card. Its emulated mouse card only generates VBL interrupts at 30 Hz, so the game runs at half speed.
Another wild one (back port?) was a small run a guy did for the Nintendo. Here's one on eBay for example: https://www.ebay.com/itm/186125162930
Preshift-Table Graphics on your Apple by Bill Budge, with Gregg Williams and Rob Moore. A23 Move blocks of pixels across the screen with only 3K bytes of overhead
It's kind of hard to find, it's in the December 1984 Byte magazine, but an additional magazine at the end of the PDF, Bytes Guide to Apple.
At the time this was huge, Bill Budge was probably the most well known game programmer, so getting a look inside how he wrote code was a big thing.
Of course, as mentioned elsewhere, graphics is hard on the Apple II because of the complex memory layout due to Woz wanting to save a few chips. This can be contrasted with the Atari and Commodore computers that had custom chips that made graphics a lot easier.
https://archive.org/details/byte-magazine-1984-12/page/n397/...
I would download it, but I wanted to be productive today.
I liked the gameplay so much I learned 6502 asm and coded my own version for the atari 2600. Nowhere near parity with the real version obviously, but I was able to make 3 screens with 1 to 2 moving obstacles, and a clock collectable that did nothing.
On the splash screen, it's just an image, made with Gimp and converted to HGR.