Protected: Armalyte Sprite Shapes and Colours
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Sprite caching on the ZX Spectrum Next
Writing a sprite cache to expand the limited sprite space in an efficient manner.
Protected: Baddie paths
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Protected: Writing a Starfield on the ZX Spectrum Next
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PSX Serial transfer
When going through my archives, I discovered I’d written a simple serial send program – VSSend and stuck it on a PSX boot disk, way back in 2000 while I…
PSX Development
I’ve bought a few old devkits from ebay recently and have been having a little play with them. Old devkits are cool little bits of history, but become even more…
ZX Spectrum colour clash on modern hardware
How to reproduce the classic ZX Spectrum colour clash using modern GPUs.
Raycasting Engine on the ZX Spectrum Next
One off the real wish list items for coders, is a proper 3D engine for the Next. Jim Bagley had, from day one, wanted to implement a ray casting engine.…