Media Summary: We looked at how to use a compiled sprite in the last lesson... this time we'll look at the resulting compiled sprite source-code, and ... Lets take a look at the advanced 'Maxtile' tilemap on the Sprite drawing is OK, but it's relatively slow... want your 8 bit game to have Impossible Speed? what you need is Compiled ...
Chibiakumas On Amstrad Cpc - Detailed Analysis & Overview
We looked at how to use a compiled sprite in the last lesson... this time we'll look at the resulting compiled sprite source-code, and ... Lets take a look at the advanced 'Maxtile' tilemap on the Sprite drawing is OK, but it's relatively slow... want your 8 bit game to have Impossible Speed? what you need is Compiled ... We're going to take things to another level, and learn how to exploit the CRTC to do clever tricks... First we'll take a look at rupture, ... With Imperial Mahjong, Cargosoft invented a new graphics mode... By switching between Mode 0 and Mode 1 every single line, ... Suck Hunt has a large block of platform specific code for each system. Lets take a look at the most interesting parts of the code on ...
A video where I discuss in detail the memory mapping of the The Tile drawing and sound routines are platform specific. Lets take a look at the This lesson covers RST's, creating a custom interrupt handler, the shadow registers, and using IN and OUT commands! We'll put ... We looked at drawing an 8x8 Smiley before... lets extend that now, and make the joystick move that icon around the screen. We've drawn a moving sprite before, but in the past we've used normal 32k 320x200 or less. But the In this example we're going to learn how to get a bitmap sprite onto the screen... first we'll do a 8x8 'tile'... then we'll extend the ...