RayCasting engine on the ZXSpectrumNext – Part3
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,…
an incomplete history
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…
So, I thought it would be a nice little change of pace to do a little retro game hacking, and at the same time learn about binary files. Since most…
This games been part of my life for some time, I did the PC Engine port of it, and gave some advice on the C64 one, and did a Spectrum…
In this final post we're going to extract the last few bits for this demo, that of the graphics of Miner WIlly, his starting location, and the portal location.