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THE LIFE OF A GAME DEVELOPER

an incomplete history

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Adding a Multitap to the ZX Spectrum Next Protected: Using AI to make a CSpect plugin Protected: Pasta/80 – 7. Hooking it all up Protected: Pasta/80 – 6. Fixing a mistake Protected: Pasta/80 – 5. Tetris Mechanics
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Adding a Multitap to the ZX Spectrum Next

Nov 2, 2026 mikedailly
AI CSpect ZX Next

Protected: Using AI to make a CSpect plugin

Oct 25, 2026 mikedailly
GameDev Programming ZX Next

Protected: Pasta/80 – 7. Hooking it all up

Aug 19, 2026 mikedailly
GameDev Programming ZX Next

Protected: Pasta/80 – 6. Fixing a mistake

Aug 8, 2026 mikedailly
GameDev Programming ZX Next

Protected: Pasta/80 – 5. Tetris Mechanics

Aug 1, 2026 mikedailly
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  • Adding a Multitap to the ZX Spectrum Next
    Uncategorized
    Adding a Multitap to the ZX Spectrum Next
  • Protected: Using AI to make a CSpect plugin
    AI CSpect ZX Next
    Protected: Using AI to make a CSpect plugin
  • Protected: Pasta/80 – 7. Hooking it all up
    GameDev Programming ZX Next
    Protected: Pasta/80 – 7. Hooking it all up
  • Protected: Pasta/80 – 6. Fixing a mistake
    GameDev Programming ZX Next
    Protected: Pasta/80 – 6. Fixing a mistake
  • Sandy Duncan, the visionary
    GameMaker Mike YoYoGames
    Sandy Duncan, the visionary
  • The Birth of DMA (1989)
    BloodMoney DMADesign History
    The Birth of DMA (1989)
  • The Backroom (1989-1990)
    DMADesign
    The Backroom (1989-1990)
  • Finding a Focus (1990)
    DMADesign History Lemmings
    Finding a Focus (1990)
  • Adding a Multitap to the ZX Spectrum Next
    Uncategorized
    Adding a Multitap to the ZX Spectrum Next
  • Protected: Using AI to make a CSpect plugin
    AI CSpect ZX Next
    Protected: Using AI to make a CSpect plugin
  • Protected: Pasta/80 – 7. Hooking it all up
    GameDev Programming ZX Next
    Protected: Pasta/80 – 7. Hooking it all up
  • Protected: Pasta/80 – 6. Fixing a mistake
    GameDev Programming ZX Next
    Protected: Pasta/80 – 6. Fixing a mistake
DMADesign Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 6

Apr 16, 2023 mikedailly

In this final part for now, I take a look at the famous explosion and nuke!

emulator Lemmings ZX Spectrum

Making NEXT Lemmings: Part 5

Apr 4, 2023 mikedailly

This was a pretty exciting one, as I finally got some NEXT hardware of my own, so the first task was to get it all running.

DMADesign GameDev Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 4

Mar 24, 2023 mikedailly

I decided to get back to work and fix my sprite clipping for my object rendering. It turned out to be a simple fix and was just messing up when…

GameDev Programming

Protected: PC Engine Developer Floppies – Part 1

Mar 16, 2023 mikedailly

There is no excerpt because this is a protected post.

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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THE LIFE OF A GAME DEVELOPER

an incomplete history

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