Long-term project / Commodore 64

FABULA C64

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A point-and-click adventure engine for the Commodore 64 – with its own editor on modern systems, 6502 assembly and EasyFlash cartridge output.

Ongoing Project / C64

FABULA

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Workshop Update / Engine & Editor

New

Ron presents voice playback, the icon toolbar and FABULA's new features

Ron walks through the current state of the C64 adventure engine: optional voice playback via FunMP3, mouth animation, movement into depth, non-player characters, inventory and an icon toolbar. It also covers custom character sets, GoatTracker music, samples and a 109-rule validation pass before building.

Watch the new FABULA video on YouTube

Workshop Update / Controls & Logic

New

Right click, facing direction and remembered objects

The new short video shows three current building blocks of the FABULA Adventure Engine: right click as an additional control, a deliberate facing direction for the player character, and state that lets the engine remember a selected object.

Watch workshop video on YouTube

Mini-Update / Scroll Test

New

Rooms wider than the screen

FABULA now supports rooms with up to 63 character columns. The camera follows the character, while the image scrolls character by character with double buffering. The 33-second video shows the current state from the emulator.

Watch scroll test on YouTube

Engine & Editor / Feature Set

A toolbox for complete C64 adventures

FABULA combines a classic point-and-click engine on the C64 with a standalone editor for modern systems. Since 17 September 2026 the feature set of the first release has been frozen: since then it is being tested, bugs are being fixed and the handling is being polished. The only exception is the music part, which has grown considerably since.

On the Commodore 64

The Engine

  • Classic point-and-click adventure for the Commodore 64
  • Mouse (1351) or joystick, switchable in-game
  • Up to nine verbs, freely named, with command line and inventory
  • Inventory for twelve items, six per page, paged with arrows on the dividing line
  • Command bar with words or with symbols; with symbols, nine things in view at once
  • Carried items with scripts of their own: talk to them, combine them, start with them
  • Flags and eight counters from 0 to 255
  • Colored rooms with custom looks
  • Custom base colors per room
  • Two character sets per room: 256 characters for each half of the screen
  • Scrolling rooms wider than one screen width
  • Animated characters, 42 or 63 pixels tall, with custom pathfinding and a side standing image
  • Characters walk sideways, towards the viewer and away – and turn to things
  • The last thing you touched stays picked and shows in the sentence line
  • Right mouse button carries out a selectable verb, “Look at” by default
  • Up to four NPCs per room, in any number of rooms, character switching via script
  • Several player characters with their own bags, switched with W or by script, W can be turned off
  • Animations as image sequences or scrolling surfaces for rain and water
  • Conversations with selectable sentences, depending on knowledge level – the player character says the chosen line
  • Whoever speaks moves their mouth – player character, NPCs and narration in colours of their own
  • Title screen with its own script, cutscenes with camera pans, skippable with RUN/STOP, and credits
  • Custom SID soundtrack, sound effects and footsteps matching the floor
  • Samples from the cartridge: a blow, a scream, thunder
  • Speech and music via the FunMP3 player on the user port (add-on device)
  • One click advances the text
  • Save and load directly in the module, four slots, F5/F7
  • EasyFlash module as .crt
  • Runs on genuine hardware (EasyFlash, Kung Fu Flash, Ultimate 64) and in VICE; the Turbo Chameleon 64 is planned as an additional target path and still requires practical verification

On modern systems

The Editor

  • For Linux, macOS and Windows, native on Steam Deck
  • Unpack and start – no Java, no external assembler, no post-installation
  • Paint rooms with live C64 color rule checking
  • Set base colors per room
  • Image import with color moods (split-toning), palette search across all 16 colors and a character count per half of the room
  • Take over Koala files from C64 paint programs
  • Import characters from a picture, with a colour suggestion
  • Paint characters: walking, standing and action frames, steps from front and back, mirroring and a running preview, plus the mouth for speaking
  • Objects via mouse: hotspot, walk point, name, look text, door destination and “pickable”
  • Draw walkable areas, pathfinding happens automatically
  • Click scripts instead of typing: tree editor with If/Then, flags from selection lists
  • Conversations with up to six sentences, each with a condition and "only once"
  • Paint images for title, end and cutscenes
  • Built-in SID tracker: three voices, instruments with wave, pulse and filter programs, note entry via keyboard, copy, transpose and undo
  • Import GoatTracker songs faithfully, with a report beforehand on what fits
  • Preview on genuine SID
  • Pre-build check with 110 rules
  • Puzzle chain solvability check
  • Project overview with rooms, exits, puzzle chain and memory use (Ctrl+I)
  • Ctrl+B build, Ctrl+R in VICE, directly to the Ultimate 64
  • Export finished .crt
  • Tools for remote control and photographing the running game
  • Undo and Redo
  • Open project file for inspection
  • Interface in German or English
  • Load and save character sets, umlauts included
  • Paint your own symbols for the command bar
  • SENDESCHLUSS as a finished example game with complete project file, plus the example projects Proberaum, Meteor and Promenade

Built with FABULA

SENDESCHLUSS

The free C64 adventure demonstrates the engine and editor in a complete game.

Game, trailer and download →