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: https://t.co/2A3KdMymCj
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Testing the new backplane with improved power delivery and signal shielding. Testing the original arcade attract sequence screens with my Commodore 64 After Burner game. This uses two characters layers and the tiles layer, all merged together. https://t.co/KxKMwYwGgs
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More scrolling layers also work in the real hardware.
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#MegaWang2000TurboEdition board stack has grown. 3 chars/tiles, mode7, 2 super scaled sprites, audio, and APU (copper). The new backplane provides much more reliable power and signal quality. Currently at 88 watts. :)
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I look at #Commodore64 "Impossible Mission". I find the random number generator and add the ability to set the start seed, so that players can play a consistent map. Useful for speed runs and competitions. https://t.co/jUuqNILNeg
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The question you should all be asking is why were these Epstein photo faces redacted? Usually it's to protect victims, for example, underage girls who were trafficked... So your next question should be, why is Trump seen hugging these redacted faces?
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I've added the original arcade attract sequence screens to my #Commodore64 "After Burner" game. This uses two characters layers and the tiles layer, all merged together with the layer combiner hardware. https://t.co/J9dlAQJ96B
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#Commodore64 Ask Me Anything 2025. It's near the end of 2025 and having hit the 8192 subscribers milestone (8kilobytes ... kilosubs...) it's time for an Ask Me Anything. Who am I? Why am I? What am I? Who knows... :) https://t.co/Hv306cUyUV
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Last minute update #TinyTapeout. TinyGPU v2.0 now support Texture mapping. Tex res 256x256, 4-bit. Texture mapped models run 33% slower than the flat shading version. The project uses 66% of 4x4 tiles, around 240k transistors. git: https://t.co/ClhiKS89st
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Slowly starting to catch up. Recently @MartinPiper has kindly linked up the unreleased #Commodore64 intro to Cyberdyne Warrior to the game, along with loading screen with a disk and tape version for you to check out. See page also for Martin's video! https://t.co/4sBLZopgMz
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I was wondering. Is there a #Commodore #Amiga emulator that includes a nice visual memory access debug view along with chipset debug views that allows sprites and bit planes to be viewed separately while something is running? I couldn't find one.
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No C64 video this weekend. Travelling in the cold.
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The state of manufacturing in Singapore. I contacted five plastic injection molding companies with a request for quote to manufacture using an existing design. Not one of them replied back. Sigh.
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I look at #Commodore64 "Retrograde", published in 1989 by Thalamus, developed by John and Steve Rowlands. Raster split extra colours, for screen and sprites, parallax scrolling, and dynamic characters. https://t.co/lzUmDmc1OY
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I look at Commodore 64 "Cyberdyne Warrior" unreleased intro and some loading screens. These were not used in the final game but were mentioned on the excellent Games That Weren't site. @fgasking I then link all of these assets into a disk image. https://t.co/vpZ0PdOOlk
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I look at #Commodore64 "Cyberdyne Warrior", released in 1989, created by the Rowlands brothers. Many colours, wipes and fades, distinctive sound style, multiplexed sprites with expansion, and sprite background priority effects. https://t.co/ZTU6Bz1Ilm
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This video shows the new Character layers working with #MegaWang2000TurboEdition and #Commodore64. Three layer parallax with optional dithering. Using easier to find surface mount components instead of the old through hole design. https://t.co/kg3sZjNl6V
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