Martin Piper 💙💛🌻5💉
@MartinPiper
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Programmer, eater of pizzas. (he/him) https://t.co/7veNGrPRfO https://t.co/eptd3fXOMQ https://t.co/kshKpSgckd
Singapore
Joined April 2009
This page has up to date links for my retro projects and social media accounts and how to access them:
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In this video I take a look at #Commodore64 "Strangeloop". A game from very early in the C64 history, which uses dynamic chars and a nice scrolling message, quite a lot of detailed sprites, unusual map draw, and I create a compressed version.
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Finalising #C64 Audio2 expansion hardware specs, mostly the amount of memory for extra music. #VolumeUp.I plan to sell this #MegaWang2000TurboEdition expansion soon, which will be available as separate audio, video, memory expansion boards.
This video shows some of the updates to the "After Burner" demo for #Commodore64. The landscape now has more graphics with hills and rivers, enemy attacks waves now include rolls and can also attack from behind. I plan to sell this #MegaWang2000TurboEdition expansion soon.
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This video shows some of the updates to the "After Burner" demo for #Commodore64. The landscape now has more graphics with hills and rivers, enemy attacks waves now include rolls and can also attack from behind. I plan to sell this #MegaWang2000TurboEdition expansion soon.
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After quite a bit of data generation optimisation, I've gone from 637 bytes to 7302 bytes free in #Commodore64 main memory, so I can start adding extra enemy types and background graphics again. The #MegaWang2000TurboEdition hardware has much more free memory.
Testing the mission complete code path. In the original arcade this text is one big sprite. The ending pictures will probably be squeezed into the front tile screen.
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In this video I take a look at #Commodore64 "Smash T.V.". The very nice intro sequence, large sprite sheet scroller, large sprite logo, bitmap software sprites, and an efficient early update multiplexor.
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In this video I take a look at #Commodore64 "Speedball 2". The nice animated intro, game bitmap and text screens usage, just in time multiplexor, and delta decompression.
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Now 854 bytes free after adding the radar.
After adding all the status and speed display animations I've got 1249 bytes free in #Commodore64 main memory. Will I be able to squeeze in the radar in the top right? This #MegaWang2000TurboEdition hardware will be available to buy soon(ish).
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After adding all the status and speed display animations I've got 1249 bytes free in #Commodore64 main memory. Will I be able to squeeze in the radar in the top right? This #MegaWang2000TurboEdition hardware will be available to buy soon(ish).
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I look at the "Fanta in Space" #Commodore64 demo from 2008 which includes, four sample channels + filter!, two SID channels, triangle test frequency as volume, NMI Stable CIA modified JMP, two sample buffers, mainline mixing.
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Writing 2MB of data to a #Commodore64 cartridge in 1m38s?.256 x 8KB banks.Thanks to @PCBWayOfficial @SGirl0311 for a working board.
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#Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.
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