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…
Hacking Manic Miner Series
This is my series of articles about using the original Manic Miner binary, and extracting graphics, levels, baddies and paths directly from it. Loading up and displaying the first level…