I look at #Commodore64 game "Flimbo's Quest" released by System 3 in 1990. The intro, sprite multiplexing, and how does the two layer parallax scrolling work?
https://youtu.be/VpSiO6ZbJCQ
Martin Piper (he/him) 💙💛🌻💉
Programmer and eater of pizzas.
Are you interested in Conway's Game of Life implemented in old 8-bit 6502/6510 assembly? Then this might be a treat video just for you! #Commodore64 #Conway'sGameofLife #Maths
https://youtu.be/BqrMSJxxaAM
I look at #Amiga "Xenon 2 : Megablast" published in 1989 by Image Works. Mostly looking at the lovely parallax, sprite work, and discovering the huge amount of blitter activity going on.
https://youtu.be/YIX4j7sYS0s
Yes it's an 8 megabyte flash #Commodore64 cartridge.
I look at #Commodore64 demo "Hexed" by Element54. Are there impossible horizontal splits? Is there screen scaling? Large twisty rotating sprites?
https://youtu.be/AwYrv7kHQ1s
winget install Microsoft.Coreutils
You can thank me later.
I thought why not make a channel introduction.
https://youtube.com/watch?v=N4kPYP2PcCY
I look at #Commodore64 demo "The Lab" released by Elysium. I look at the extra wide Tech Tech part, how the movement is accomplished, and why are there sprites being used?
https://youtu.be/7eXtsfF1iqU
I look at #Commodore64 demo "Next Round" by Performers. The many parallax layers, smooth pinball parallax, and 3D filled vectors without bitmap mode.
https://youtu.be/eF6H106e-0E
I look at recently released #Commodore64 Wizball music source code, get it assembling using Acme assembler, and find some unreleased new music that was not in the original Wizball.
https://youtu.be/Jkwa1CNEKDw
I look at #Commodore64 "Comchinko" released by DrMortalWombat. I mainly look at how the game renders so many balls.
https://youtu.be/UWvTFhgK2vM
I look at #Amiga "Mr Nutz: Hoppin' Mad" published in 1994. Mostly looking at the lovely extra parallax of a later level, the 3D rotating section, and scaled sprite boss level.
https://youtu.be/KcUs0QCEaBc
I look at #Commodore64 "Glider Rider" published in 1986. This isometric game uses hires bitmap and dynamic hardware sprite animations with masking. I extract the graphical data, and discover the map format in memory.
https://youtu.be/Mxb2Ega7YLw
When the #Commodore64 Wizball music source code was recently released, of course it inspired me to do a video...
https://youtu.be/kBFl72G6sus
I look at #Amiga "Cecconoid" published in 2024 by Thalamus. It uses a dual playfield mode, with CPU updating particles, the blitter modifies particle code, and hardware sprite multiplex with the copper.
https://youtu.be/7OVBSs_Rl60
I look at #Commodore64 "Galencia" published in 2017 by Protovision. Lots of polish in this game, lovely sprite multiplexor, sprite colour splits, and parallax stars. It plays really well.
https://youtu.be/iRsc1_75l54
Hardware update for my #Commodore64 cartridge fast programming tool. Five slots will be next.
https://youtu.be/DXKpj1RfuBA
I look at #Amiga "Lionheart" published in 1993. Using two emulator-debuggers to show double buffered screens, with swapping pristine buffer, more sprite copper tricks, and parallax scrolling.
https://youtu.be/O4kpojFHwUI
Showing the 8 megabyte #C64MegaCart version with my After Burner game demo on a real #Commodore64.
https://youtu.be/A3ZS85XYVtg
I look at #Amiga "Shadow of the Beast" published in 1989 by Psygnosis, developed by Reflections. How it uses dual playfields, hardware sprites, blitter objects, and the screen scrolling.
This is a new series where , let me know if you like this or not. :)
https://youtu.be/V1APacXhoJI
I look at #Amiga "Turrican" published in 1990 by Rainbow Arts. It uses a double buffer plus pristine buffer for the scroll, with minimal edge updates, and also look at some of the early boss sections.
https://youtu.be/W67vrdKYHMw
I look at #Amiga "Mr Nutz: Hoppin' Mad" published in 1994. Mostly looking at the lovely parallax and how the game uses hardware sprites for the player and score display.
https://youtu.be/YFyFf0OqPks
I look at a few #Commodore64 games and show how they unlocked super secret hidden colours... Not really, it's quickly alternating complementary colours with CRT display effects.
https://youtu.be/eUD5XPWPer4
I look at #Commodore64 "Mayhem in Monsterland" published in 1993 by Apex. I look at the HSP/VSP/DMA delay scroll, FLD scroll, a pixel scroll without hardware, and hidden/disabled sprites during the game.
https://youtu.be/RfC0jgk57t8
Is this a five slot simultaneous #Commodore64 cartridge fast programmer I see before me?
I look at #Commodore64 "Battle Command" published in 1991 by Ocean. Really nice filled 3D, with double buffered bitmaps, and also a look into the game and render code.
https://youtu.be/S49jeYzWgB8
I look at #Commodore64 demo "The Hat" by Fairlight and Genesis Project, specifically the end upscroller part that shows a "hires" scroll in all borders.
https://youtu.be/Vfnyczaf1Ao
I look at Commodore 64 "Karateka" published in 1985 by Brøderbund. The game uses two multicoloured bitmap screens, and I try to understand the pixel draw code... Can it be optimised?
https://youtu.be/7iXIzHpycL8
C64 Games - Karateka
I look at #Commodore64 "Dragon Breed" published in 1990 by Activision. The sampled intro with zoom animation, flickering multiplexor, and use a tool to emulate a Ye Olde Style CRT TV.
https://youtu.be/PppEf2q0oDk
Next #C64MegaCart PCB and case production run has started...
Warning, very technical: I look at Commodore 64 "Last Ninja 3" published in 1991 by System 3, the bitmap dissolve, and document the map data format. Lots of reverse engineering in here. Beware it is filled with code!
https://www.youtube.com/watch?v=TLGFfXeDWWQ
A short video showing the #C64 #MegaCart case, programming, and use. https://youtu.be/x988wTCP7Js
I look at #Amiga "Zippy Race!" a nice work in progress arcade perfect conversion by Dimitris Giannakis - MVG . Using a nice triple buffer extra space scroll, blitter objects, and hardware sprites.
https://youtu.be/Fu4DmcWtChI
I look at #Commodore64 demo "The Hat" by Fairlight and Genesis Project, specifically the part with the "14 balloon sprites" in a row and its "hires" scrolling border message.
https://youtu.be/DyteWLEPKzE
I look at #Commodore64 "Beer Rescue" published in 2025 by TSA Society. Retro style game, with good use of hires and multicolour, level cheat and sprite collision, and a hidden (recovered) file.
https://youtu.be/ZJiEGwJKf7E
#C64MegaCart support is now in Vice version 3.1, the Win32 EXE and source changes are here: https://github.com/martinpiper/Vice-3.1-with-C64MegaCart/blob/main/ReadMe.md
I look at #Amiga game "Leander", published in 1991 by Psygnosis. Interesting use of hardware sprites for parallax mountains, and player with pixel accurate collision to the game objects. https://youtu.be/gQYSRjGkhBg
I look at Commodore 64 "3D Construction kit" and "Driller", using the Freescape engine. The rendering uses a linear flipped buffer before converting to a VIC bitmap format.
https://youtu.be/aXMpQiw2kP0
#Electronics fam, I'm looking for a replacement 3-colour LED driver with these specs... Any idea?
#C64Utlimate user port digital filter, probably the smallest ever PCB I've ordered... :)
Our #cats now have their own channel...
@CatsMimosaAndBellini@www.youtube.com