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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
    GameDev Programming ZX Next
    Protected: Decoding an SD Card
  • Protected: ZX Spectrum Next – Bootrom
    CSpect GameDev Programming ZX Next
    Protected: ZX Spectrum Next – Bootrom
  • Crash Live! 2025
    GameDev ZX Next ZX Spectrum
    Crash Live! 2025
  • Protected: ZXNext – ULA Memory
    CSpect Programming Uncategorized ZX Next
    Protected: ZXNext – ULA Memory
  • The Birth of DMA (1989)
    BloodMoney DMADesign History
    The Birth of DMA (1989)
  • The Backroom (1989-1990)
    DMADesign
    The Backroom (1989-1990)
  • Protected: Decoding an SD Card
    GameDev Programming ZX Next
    Protected: Decoding an SD Card
  • Finding a Focus (1990)
    DMADesign History Lemmings
    Finding a Focus (1990)
  • Protected: Decoding an SD Card
    GameDev Programming ZX Next
    Protected: Decoding an SD Card
  • Protected: ZX Spectrum Next – Bootrom
    CSpect GameDev Programming ZX Next
    Protected: ZX Spectrum Next – Bootrom
  • Crash Live! 2025
    GameDev ZX Next ZX Spectrum
    Crash Live! 2025
  • Protected: ZXNext – ULA Memory
    CSpect Programming Uncategorized ZX Next
    Protected: ZXNext – ULA Memory
GameMaker History ZX Spectrum

Hacking Manic Miner – Part 1

Dec 6, 2022 mikedailly

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…

c64 DMADesign emulator History

Shadow of the Beast

Nov 24, 2022 mikedailly

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…

GameMaker ZX Spectrum

Hacking Manic Miner – Part 5

Nov 24, 2022 mikedailly

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.

emulator GameMaker ZX Spectrum

Writing a ZX Spectrum Emulator in GameMaker

Nov 14, 2022 mikedailly

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…

Uncategorized

CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 8

Nov 6, 2022 mikedailly

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…

Uncategorized

CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 7

Oct 22, 2022 mikedailly

So in this chapter, I thought I’d tackle the tricky subject of SID chip emulation, both how I generate the sounds, and how I get them to play back in…

Uncategorized

CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 6

Oct 3, 2022 mikedailly

So, now that we have C64 sprites being rendered, how about characters? Well like sprites they are made from blocks of memory on even boundaries, all be it a lot…

DMADesign GTA History Lemmings Mike

Museum Donations

Oct 2, 2022 mikedailly

Breakdown of a Museum donation, and what each piece is and how it contributed to my personal development

c64 emulator GameMaker

CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 5

Sep 21, 2022 mikedailly

In this part, I’m going to start looking at sprites, and see if there’s anything I can do in order to display “something” so I can better see games running.…

Uncategorized

CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 4

Sep 12, 2022 mikedailly

In this part, I’m going to start discussing how I handled the screen at the start of this process, and the reasons behind these choices. I said in the first part…

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THE LIFE OF A GAME DEVELOPER

an incomplete history

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