Making NEXT Lemmings: Part 6
In this final part for now, I take a look at the famous explosion and nuke!
Making NEXT Lemmings: Part 5
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.
Making NEXT Lemmings: Part 4
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…
Protected: PC Engine Developer Floppies – Part 1
There is no excerpt because this is a protected post.
Making NEXT Lemmings: Part 3
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…
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…
Making NEXT Lemmings: Part 1
Is a better version of Lemmings possibly on the ZX Spectrum Next? Read along and find out!
RayCasting engine on the ZXSpectrumNext – Part4
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…
RayCasting engine on the ZXSpectrumNext – Part3
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,…
RayCasting engine on the ZXSpectrumNext – Part2
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.