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THE LIFE OF A GAME DEVELOPER

an incomplete history

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Protected: Decoding an SD Card Protected: ZX Spectrum Next – Bootrom Crash Live! 2025 Protected: ZXNext – ULA Memory A New Direction in Gaming – 2004
GameDev Programming ZX Next

Protected: Decoding an SD Card

Nov 29, 2025 mikedailly
CSpect GameDev Programming ZX Next

Protected: ZX Spectrum Next – Bootrom

Nov 19, 2025 mikedailly
GameDev ZX Next ZX Spectrum

Crash Live! 2025

Nov 19, 2025 mikedailly
CSpect Programming Uncategorized ZX Next

Protected: ZXNext – ULA Memory

Oct 12, 2025 mikedailly
GameDev History

A New Direction in Gaming – 2004

Sep 22, 2025 mikedailly
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    Protected: Decoding an SD Card
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    Protected: ZX Spectrum Next – Bootrom
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    Crash Live! 2025
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    Protected: ZXNext – ULA Memory
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    BloodMoney DMADesign History
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    Protected: Decoding an SD Card
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    Finding a Focus (1990)
  • GameDev Programming ZX Next
    Protected: Decoding an SD Card
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    CSpect GameDev Programming ZX Next
    Protected: ZX Spectrum Next – Bootrom
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    Crash Live! 2025
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    Protected: ZXNext – ULA Memory
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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Hacking Manic Miner – Part 4 

Jan 1, 2023 mikedailly

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…

GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part1

Dec 25, 2022 mikedailly

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…

Uncategorized

Hacking Manic Miner – Part 3

Dec 22, 2022 mikedailly

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,…

GameMaker History ZX Spectrum

Hacking Manic Miner – Part 2

Dec 14, 2022 mikedailly

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…

Uncategorized

Hacking Manic Miner Series

Dec 6, 2022 mikedailly

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…

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THE LIFE OF A GAME DEVELOPER

an incomplete history

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