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Martin Piper (he/him) 💙💛🌻💉

martin_piper@mastodon.social

<p>Programmer and eater of pizzas.</p>

Posts

  • Post #4448250

    I look at #Commodore64 &amp;quot;Glider Rider&amp;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

  • Post #4448249

    I look at #Amiga &amp;quot;Mr Nutz: Hoppin&amp;#39; Mad&amp;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

  • Post #4448248

    I look at #Commodore64 demo &amp;quot;Next Round&amp;quot; by Performers. The many parallax layers, smooth pinball parallax, and 3D filled vectors without bitmap mode. https://youtu.be/eF6H106e-0E

  • Post #4448247

    winget install Microsoft.Coreutils You can thank me later.

  • Post #4448246

    I look at #Commodore64 demo &amp;quot;Hexed&amp;quot; by Element54. Are there impossible horizontal splits? Is there screen scaling? Large twisty rotating sprites? https://youtu.be/AwYrv7kHQ1s

  • Post #4448245

    Hardware update for my #Commodore64 cartridge fast programming tool. Five slots will be next. https://youtu.be/DXKpj1RfuBA

  • Post #4448244

    I look at #Commodore64 &amp;quot;Comchinko&amp;quot; released by DrMortalWombat. I mainly look at how the game renders so many balls. https://youtu.be/UWvTFhgK2vM

  • Post #4448243

    I look at #Commodore64 demo &amp;quot;The Lab&amp;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

  • Post #4448242

    I thought why not make a channel introduction. https://youtube.com/watch?v=N4kPYP2PcCY

  • Post #4448241

    Today is a sad day, Unilever confirmed they no longer carry Marmite in Singapore! #marmite

  • Post #4448240

    I look at #Commodore64 game &amp;quot;Flimbo&amp;#39;s Quest&amp;quot; released by System 3 in 1990. The intro, sprite multiplexing, and how does the two layer parallax scrolling work? https://youtu.be/VpSiO6ZbJCQ

  • Post #4448239

    Are you interested in Conway&amp;#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&amp;#39;sGameofLife #Maths https://youtu.be/BqrMSJxxaAM

  • 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?

  • Post #4448237

    I look at #Amiga &amp;quot;Xenon 2 : Megablast&amp;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

  • 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.

  • Post #2132059

    I look at #Amiga &amp;quot;Mr Nutz: Hoppin&amp;#39; Mad&amp;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

  • 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

  • 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

  • Post #1811208

    I look at #Amiga &amp;quot;Zippy Race!&amp;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

  • Post #985313

    Is this a five slot simultaneous #Commodore64 cartridge fast programmer I see before me?

  • Post #979760

    I look at #Commodore64 &amp;quot;Galencia&amp;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

  • Post #870818

    A short video showing the #C64 #MegaCart case, programming, and use. https://youtu.be/x988wTCP7Js

  • Post #870817

    I look at #Amiga &amp;quot;Turrican&amp;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

  • 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.

  • Post #870815

    Yes it&amp;#39;s an 8 megabyte flash #Commodore64 cartridge.

  • Post #870814

    I look at #Commodore64 &amp;quot;Dragon Breed&amp;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

  • Post #870813

    Showing the 8 megabyte #C64MegaCart version with my After Burner game demo on a real #Commodore64. https://youtu.be/A3ZS85XYVtg

  • Post #870812

    I look at #Amiga &amp;quot;Lionheart&amp;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

  • Post #870811

    I look at Commodore 64 &amp;quot;Karateka&amp;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

  • Post #548676

    #C64Utlimate user port digital filter, probably the smallest ever PCB I&amp;#39;ve ordered... :)