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an incomplete history

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GameDev Programming ZX Next

Protected: Pasta/80 – 5. Tetris Mechanics

Aug 1, 2026 mikedailly
GameDev Programming ZX Next

Protected: Pasta/80 – 4. Starting a Tetris game

Jul 26, 2026 mikedailly
GameDev Programming ZX Next

Protected: Pasta/80 – 3. Starting a Pascal Framework

Jul 22, 2026 mikedailly
GameDev Programming ZX Next

Protected: Pasta/80 – 2. Calling assembler

Jul 11, 2026 mikedailly
CSpect GameDev Programming ZX Next

Protected: Pasta/80 – 1. Setting up for the ZX Spectrum Next

Jul 5, 2026 mikedailly
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  • Protected: Pasta/80 – 5. Tetris Mechanics
    GameDev Programming ZX Next
    Protected: Pasta/80 – 5. Tetris Mechanics
  • Protected: Pasta/80 – 4. Starting a Tetris game
    GameDev Programming ZX Next
    Protected: Pasta/80 – 4. Starting a Tetris game
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    GameDev Programming ZX Next
    Protected: Pasta/80 – 3. Starting a Pascal Framework
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    GameDev Programming ZX Next
    Protected: Pasta/80 – 2. Calling assembler
  • Sandy Duncan, the visionary
    GameMaker Mike YoYoGames
    Sandy Duncan, the visionary
  • The Birth of DMA (1989)
    BloodMoney DMADesign History
    The Birth of DMA (1989)
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  • Protected: Pasta/80 – 5. Tetris Mechanics
    GameDev Programming ZX Next
    Protected: Pasta/80 – 5. Tetris Mechanics
  • Protected: Pasta/80 – 5. Tetris Mechanics
    GameDev Programming ZX Next
    Protected: Pasta/80 – 5. Tetris Mechanics
  • Protected: Pasta/80 – 4. Starting a Tetris game
    GameDev Programming ZX Next
    Protected: Pasta/80 – 4. Starting a Tetris game
  • Protected: Pasta/80 – 3. Starting a Pascal Framework
    GameDev Programming ZX Next
    Protected: Pasta/80 – 3. Starting a Pascal Framework
  • Protected: Pasta/80 – 2. Calling assembler
    GameDev Programming ZX Next
    Protected: Pasta/80 – 2. Calling assembler
DMADesign Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 3

Mar 10, 2023 mikedailly

Now that I knew things were actually possible, it was time to start thinking about the levels themselves. I started reading up on the level format, a text file by…

DMADesign Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 2

Mar 2, 2023 mikedailly

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…

DMADesign Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 1

Feb 12, 2023 mikedailly

Is a better version of Lemmings possibly on the ZX Spectrum Next? Read along and find out!

GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part4

Feb 2, 2023 mikedailly

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…

GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part3

Jan 25, 2023 mikedailly

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,…

GameDev Programming ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part2

Jan 17, 2023 mikedailly

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.

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Hacking Manic Miner – Part 4 

Jan 1, 2023 mikedailly

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…

GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part1

Dec 25, 2022 mikedailly

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…

Uncategorized

Hacking Manic Miner – Part 3

Dec 22, 2022 mikedailly

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,…

GameMaker History ZX Spectrum

Hacking Manic Miner – Part 2

Dec 14, 2022 mikedailly

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…

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THE LIFE OF A GAME DEVELOPER

an incomplete history

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