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.
Hacking Manic Miner – Part 4
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…
RayCasting engine on the ZXSpectrumNext – Part1
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…
Hacking Manic Miner – Part 3
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,…
Hacking Manic Miner – Part 2
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…