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Martin Piper 💙💛🌻5💉 Profile
Martin Piper 💙💛🌻5💉

@MartinPiper

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Following
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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
Don't wanna be here? Send us removal request.
@MartinPiper
Martin Piper 💙💛🌻5💉
4 months
This page has up to date links for my retro projects and social media accounts and how to access them:
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@MartinPiper
Martin Piper 💙💛🌻5💉
16 hours
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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@MartinPiper
Martin Piper 💙💛🌻5💉
2 days
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.
@MartinPiper
Martin Piper 💙💛🌻5💉
3 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
3 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
7 days
Do you still call it. .
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@MartinPiper
Martin Piper 💙💛🌻5💉
7 days
Basically, I sacrifice a tiny bit of rendering performance in the sprite hardware draw by adding a row or column of empty pixels, which gives me quite a lot of free C64 main memory for extra code or data, more memory for enemies and landscape details.
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@MartinPiper
Martin Piper 💙💛🌻5💉
7 days
I've been asked how. :) Each sprite needs a generated scale table for the width and height, for maximum speed these need to be in the C64 main memory. Each value is a perspective divide. The convertor tries to reduce the number of unique tables by checking if a value is.
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@MartinPiper
Martin Piper 💙💛🌻5💉
8 days
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.
@MartinPiper
Martin Piper 💙💛🌻5💉
14 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
10 days
A quick little bonus video where I take a look at Commodore 64 "Morphing Starball". A very nice one file demo using one sprite to display a screen full of coloured pixels.
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@MartinPiper
Martin Piper 💙💛🌻5💉
10 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
13 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
14 days
556 bytes free. .
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@MartinPiper
Martin Piper 💙💛🌻5💉
14 days
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.
@MartinPiper
Martin Piper 💙💛🌻5💉
15 days
Now 854 bytes free after adding the radar.
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@MartinPiper
Martin Piper 💙💛🌻5💉
15 days
Now 854 bytes free after adding the radar.
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@MartinPiper
Martin Piper 💙💛🌻5💉
16 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
15 days
#Commodore64 geeks, would chamfered corners on a cartridge edge connector be better or worse?
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@MartinPiper
Martin Piper 💙💛🌻5💉
16 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
18 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
18 days
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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@MartinPiper
Martin Piper 💙💛🌻5💉
19 days
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@MartinPiper
Martin Piper 💙💛🌻5💉
19 days
#Marmite on buttered toast with Cheddar cheese is the best thing.
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@MartinPiper
Martin Piper 💙💛🌻5💉
19 days
#Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.
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