I look at #Amiga "Mr Nutz: Hoppin' Mad" published in 1994. Mostly looking at the lovely parallax and how the game uses hardware sprites for the player and score display.
youtu.be/YFyFf0OqPks
Posts by Martin Piper
When that horrible person is no more, please do call me, text me, email me, to give me the good news, because the world will celebrate.
You know who... It goes without saying.
youtu.be/b7aa7Dajw0M
But I wear black nearly everyday.
Thanks. I'm amazed anyone watches my videos. It's just me satisfying my own curiosity. :) Like you I'm an old dev. I have problems remembering the old days. :D
@riptear.bsky.social reading the debug stream ^^^^
Tools really help.
I look at #Commodore64 "Galencia" published in 2017 by Protovision. Lots of polish in this game, lovely sprite multiplexor, sprite colour splits, and parallax stars. It plays really well.
youtu.be/iRsc1_75l54
Is this a five slot simultaneous #Commodore64 cartridge fast programmer I see before me?
The sooner all corrupt maga are in jail the better.
I look at Commodore 64 "Karateka" 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?
youtu.be/7iXIzHpycL8
I look at #Amiga "Lionheart" published in 1993. Using two emulator-debuggers to show double buffered screens, with swapping pristine buffer, more sprite copper tricks, and parallax scrolling.
youtu.be/O4kpojFHwUI
Sigh. Even with ~20ns of digital filtering on the C64U user port there is still a high signal blip of ~20ns right in the middle of the _PC negative edge, which means the wrong signal level can be selected while _PC is low... The data transitions 10ns before this.
Showing the 8 megabyte #C64MegaCart version with my After Burner game demo on a real #Commodore64.
youtu.be/A3ZS85XYVtg
I look at #Commodore64 "Dragon Breed" 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.
youtu.be/PppEf2q0oDk
Yes it's an 8 megabyte flash #Commodore64 cartridge.
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.
I had that book when I was a teenager.
I look at #Amiga "Turrican" 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.
youtu.be/W67vrdKYHMw
I was thinking of something more dynamic like ADPCM variants. But it's a question of what's feasible from a logic speed and complexity point of view.
I've recently been in #MegaWang hardware mode again. This is an Audio3 board that uses variable coded delta compression. It has 61% lossless compression compared to standard 8-bit PCM. It's going to replace the standard PCM Audio2 board. :)
I look at a few #Commodore64 games and show how they unlocked super secret hidden colours... Not really, it's quickly alternating complementary colours with CRT display effects.
youtu.be/eUD5XPWPer4
I look at #Amiga game "Leander", published in 1991 by Psygnosis. Interesting use of hardware sprites for parallax mountains, and player with pixel accurate collision to the game objects. youtu.be/gQYSRjGkhBg
I look at #Commodore64 "Mayhem in Monsterland" published in 1993 by Apex. I look at the HSP/VSP/DMA delay scroll, FLD scroll, a pixel scroll without hardware, and hidden/disabled sprites during the game.
youtu.be/RfC0jgk57t8
I look at #Amiga "Cecconoid" published in 2024 by Thalamus. It uses a dual playfield mode, with CPU updating particles, the blitter modifies particle code, and hardware sprite multiplex with the copper.
youtu.be/7OVBSs_Rl60
I look at #Commodore64 "Battle Command" published in 1991 by Ocean. Really nice filled 3D, with double buffered bitmaps, and also a look into the game and render code.
youtu.be/S49jeYzWgB8
This brings back memories...
"The WAIT instruction causes the Copper to wait until the video beam counters are equal to (or greater than) the coordinates specified in the instruction. While waiting, the Copper is off the bus and not using memory cycles."
Thanks for the shout out.
I look at #Commodore64 demo "The Hat" by Fairlight and Genesis Project, specifically the end upscroller part that shows a "hires" scroll in all borders.
youtu.be/Vfnyczaf1Ao