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…
Hacking Manic Miner – Part 1
So, I thought it would be a nice little change of pace to do a little retro game hacking, and at the same time learn about binary files. Since most…
Shadow of the Beast
This games been part of my life for some time, I did the PC Engine port of it, and gave some advice on the C64 one, and did a Spectrum…
Hacking Manic Miner – Part 5
In this final post we're going to extract the last few bits for this demo, that of the graphics of Miner WIlly, his starting location, and the portal location.
Writing a ZX Spectrum Emulator in GameMaker
So if you followed my last emulator series, you’ll know that I built up a lot of caches of shapes (characters and sprites) on demand, and then drew them when…
CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 8
So in this, the last part of my Commodore 64 Emulator series, I want to talk about some of the optimisations I did to help speed things up. But before…