Hacking Manic Miner – Part 5
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.
an incomplete history
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.
So if you followed my last emulator series, you’ll know that I built up a lot of caches of shapes (characters and sprites) on demand, and then drew them when…
So in this, the last part of my Commodore 64 Emulator series, I want to talk about some of the optimisations I did to help speed things up. But before…
So in this chapter, I thought I’d tackle the tricky subject of SID chip emulation, both how I generate the sounds, and how I get them to play back in…
So, now that we have C64 sprites being rendered, how about characters? Well like sprites they are made from blocks of memory on even boundaries, all be it a lot…
Breakdown of a Museum donation, and what each piece is and how it contributed to my personal development
In this part, I’m going to start looking at sprites, and see if there’s anything I can do in order to display “something” so I can better see games running.…
In this part, I’m going to start discussing how I handled the screen at the start of this process, and the reasons behind these choices. I said in the first part…
The next part deals with tracking down CPU bugs, and ways to log quickly, and we also take a look at C64 memory mapping.
So here I’ll start linking all my #GameInADay streams, and list all the suggestions for future ones.Patreon’s will be able to vote on which one I decide to do, picked…