Making NEXT Lemmings: Part 2
In this post, we look at drawing both the levels, and a Lemming itself. This will look at different ways of drawing, and trying to get them as fast as…
an incomplete history
In this post, we look at drawing both the levels, and a Lemming itself. This will look at different ways of drawing, and trying to get them as fast as…
Is a better version of Lemmings possibly on the ZX Spectrum Next? Read along and find out!
So I’m going to skip sprites for now. They’re basically the same as walls, but with transparency, though there are some fancy optimisations on it later that I will go…
SO now that I had the basic ray casting going, it was time to get some textures in. I toyed with a few ways of doing this, from normal code,…
This is the next edition of my ray casting engine series. In this article, I start to look at porting the C# engine into Z80.
In this part 4, we’re going to take a look at the guardians, their movement, and graphics. The graphics are pretty much done the way we’ve done them all of…
o I’ve been making some good progress on my Ray Casting Engine – which is technically what a Wolfenstein engine is, and I thought it’d be fun to write how…
n this weeks post, we’re going to take a look at the items, the level name and the Air display. Let’s start with the level name as it’s fairly simple,…
In last week’s episode we loaded up the original ZX Spectrum Manic Miner snapshot, and started ripping level information from it. This week I want to extend this and lift the tile…
This is my series of articles about using the original Manic Miner binary, and extracting graphics, levels, baddies and paths directly from it. Loading up and displaying the first level…