Martin Piper (he/him) 💙💛🌻💉
martin_piper@mastodon.social
<p>Programmer and eater of pizzas.</p>
Posts
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Post #4448250
I look at #Commodore64 &quot;Glider Rider&quot; published in 1986. This isometric game uses hires bitmap and dynamic hardware sprite animations with masking. I extract the graphical data, and discover the map format in memory. https://youtu.be/Mxb2Ega7YLw
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Post #4448249
I look at #Amiga &quot;Mr Nutz: Hoppin&#39; Mad&quot; published in 1994. Mostly looking at the lovely extra parallax of a later level, the 3D rotating section, and scaled sprite boss level. https://youtu.be/KcUs0QCEaBc
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Post #4448248
I look at #Commodore64 demo &quot;Next Round&quot; by Performers. The many parallax layers, smooth pinball parallax, and 3D filled vectors without bitmap mode. https://youtu.be/eF6H106e-0E
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Post #4448247
winget install Microsoft.Coreutils You can thank me later.
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Post #4448246
I look at #Commodore64 demo &quot;Hexed&quot; by Element54. Are there impossible horizontal splits? Is there screen scaling? Large twisty rotating sprites? https://youtu.be/AwYrv7kHQ1s
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Post #4448245
Hardware update for my #Commodore64 cartridge fast programming tool. Five slots will be next. https://youtu.be/DXKpj1RfuBA
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Post #4448244
I look at #Commodore64 &quot;Comchinko&quot; released by DrMortalWombat. I mainly look at how the game renders so many balls. https://youtu.be/UWvTFhgK2vM
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Post #4448243
I look at #Commodore64 demo &quot;The Lab&quot; released by Elysium. I look at the extra wide Tech Tech part, how the movement is accomplished, and why are there sprites being used? https://youtu.be/7eXtsfF1iqU
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Post #4448242
I thought why not make a channel introduction. https://youtube.com/watch?v=N4kPYP2PcCY
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Post #4448241
Today is a sad day, Unilever confirmed they no longer carry Marmite in Singapore! #marmite
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Post #4448240
I look at #Commodore64 game &quot;Flimbo&#39;s Quest&quot; released by System 3 in 1990. The intro, sprite multiplexing, and how does the two layer parallax scrolling work? https://youtu.be/VpSiO6ZbJCQ
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Post #4448239
Are you interested in Conway&#39;s Game of Life implemented in old 8-bit 6502/6510 assembly? Then this might be a treat video just for you! #Commodore64 #Conway&#39;sGameofLife #Maths https://youtu.be/BqrMSJxxaAM
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Post #4448238
Does anyone from the old #Acorn #RISCPC days also have one of these? I remember being in a meeting room at their office one day to discuss a gaming related SWI module?
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Post #4448237
I look at #Amiga &quot;Xenon 2 : Megablast&quot; published in 1989 by Image Works. Mostly looking at the lovely parallax, sprite work, and discovering the huge amount of blitter activity going on. https://youtu.be/YIX4j7sYS0s
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Post #4448236
The last #MegaWang board to upgrade to surface mount is the Advanced Processing Unit. Like the #Amiga copper chip it can time updates to the raster position. This can access the whole hardware memory and perform calculations however.
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Post #2132059
I look at #Amiga &quot;Mr Nutz: Hoppin&#39; Mad&quot; published in 1994. Mostly looking at the lovely parallax and how the game uses hardware sprites for the player and score display. https://youtu.be/YFyFf0OqPks
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Post #2132058
When the #Commodore64 Wizball music source code was recently released, of course it inspired me to do a video... https://youtu.be/kBFl72G6sus
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Post #2132057
I look at recently released #Commodore64 Wizball music source code, get it assembling using Acme assembler, and find some unreleased new music that was not in the original Wizball. https://youtu.be/Jkwa1CNEKDw
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Post #1811208
I look at #Amiga &quot;Zippy Race!&quot; a nice work in progress arcade perfect conversion by Dimitris Giannakis - MVG . Using a nice triple buffer extra space scroll, blitter objects, and hardware sprites. https://youtu.be/Fu4DmcWtChI
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Post #985313
Is this a five slot simultaneous #Commodore64 cartridge fast programmer I see before me?
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Post #979760
I look at #Commodore64 &quot;Galencia&quot; published in 2017 by Protovision. Lots of polish in this game, lovely sprite multiplexor, sprite colour splits, and parallax stars. It plays really well. https://youtu.be/iRsc1_75l54
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Post #870818
A short video showing the #C64 #MegaCart case, programming, and use. https://youtu.be/x988wTCP7Js
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Post #870817
I look at #Amiga &quot;Turrican&quot; published in 1990 by Rainbow Arts. It uses a double buffer plus pristine buffer for the scroll, with minimal edge updates, and also look at some of the early boss sections. https://youtu.be/W67vrdKYHMw
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Post #870816
I thought I would add a test menu, like the original arcade version, for #MegaWang After Burner... This will make it easier to test my new Audio3 PCBs.
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Post #870815
Yes it&#39;s an 8 megabyte flash #Commodore64 cartridge.
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Post #870814
I look at #Commodore64 &quot;Dragon Breed&quot; published in 1990 by Activision. The sampled intro with zoom animation, flickering multiplexor, and use a tool to emulate a Ye Olde Style CRT TV. https://youtu.be/PppEf2q0oDk
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Post #870813
Showing the 8 megabyte #C64MegaCart version with my After Burner game demo on a real #Commodore64. https://youtu.be/A3ZS85XYVtg
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Post #870812
I look at #Amiga &quot;Lionheart&quot; published in 1993. Using two emulator-debuggers to show double buffered screens, with swapping pristine buffer, more sprite copper tricks, and parallax scrolling. https://youtu.be/O4kpojFHwUI
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Post #870811
I look at Commodore 64 &quot;Karateka&quot; published in 1985 by Brøderbund. The game uses two multicoloured bitmap screens, and I try to understand the pixel draw code... Can it be optimised? https://youtu.be/7iXIzHpycL8
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Post #548676
#C64Utlimate user port digital filter, probably the smallest ever PCB I&#39;ve ordered... :)