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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
c64 GameDev History Programming ZX Spectrum

PDS – Programmers Development System

Aug 4, 2024 mikedailly

Back when I was writing Ballistix for DMA Design; my first game, I started on the C64 using Laser Genius, an Assembler on the machine itself. This was a great…

c64 Programming

Raster’s, Sprites and Multiplexing

Jul 18, 2024 mikedailly

How a CRT works, and how to use this to multiplex sprites.

BloodMoney c64 GameDev History Programming

C64 Blood Money – Part 3 – Sprites

Jul 7, 2024 mikedailly

In this post, we take a look at the Sprite multiplexor used in C64's Blood Money,

BloodMoney c64 DMADesign GameDev History Programming

C64 Blood Money – Part 2

Jun 23, 2024 mikedailly

In this episode, we take a look at the multi directional scrolling in Blood Money.

BloodMoney c64 DMADesign GameDev History

C64 Blood Money

May 30, 2024 mikedailly

While I still remember the details, I thought I'd go over my port of Blood Money to the C64. It had some cool bits, and some bits that make me…

c64 Programming ZX Spectrum

How Tape Loading Works

Apr 21, 2024 mikedailly

Tape loading is simple, and really clever - but how does it actually work? Let's take a look...

DMADesign History Programming

Protected: Lemmings 2 SNES – Decompiled – Part 4

Apr 7, 2024 mikedailly

There is no excerpt because this is a protected post.

DMADesign History Lemmings Programming

Protected: Lemmings 2 SNES – Decompiled – Part 3

Mar 29, 2024 mikedailly

There is no excerpt because this is a protected post.

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Protected: Lemmings 2 SNES – Decompiled – Part 2

Mar 20, 2024 mikedailly

There is no excerpt because this is a protected post.

DMADesign History Lemmings Programming

Protected: Lemmings 2 SNES – Decompiled – Part 1

Mar 13, 2024 mikedailly

There is no excerpt because this is a protected post.

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THE LIFE OF A GAME DEVELOPER

an incomplete history

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