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.
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…
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…
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…
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…