ChibiAkumas

ChibiAkumas

ChibiAkumas

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We made our bitmap example before - lets now extend it to add key reading to move the bitmap around the screen.

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples.php#LessonS14

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The MSX V9938 VDP has a wide range oif 'Commands'... these will make the VDP perform a variety of graphics task... depending on the command, we need to set different registers, and in some cases we need to check the status registers too...Lets try each command and learn how they work

As always, this Video lesson matches the text lesson on my
website, and you can get the source code as well...
http://www.chibiakumas.com/z80/platform5.php#LessonP48

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

We're going to add cursor controls to our sprite routine on each of our systems! As the Spectrum often does not have a joystick we're going to read the keyboard instead.
We'll use QAOP to read Up,Down,Left and Right!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples.php#LessonS12

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The Enterprise mimics Mode 1 and 0 of the Amstrad CPC... these provide 320x200 with 4 colors or 160x200 at 16 colors...
But the Enterprise offers an extra mode... 80x200 at 256 color!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/platform5.php#LessonP45

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

In this episode we'll learn how to create a simple Hello world example on the BBC... To make things easy, we'll use the firmware functions to print characters.
We'll then compile our program and transfer it to a disk image.

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/6502/helloworld.php#LessonH1

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

We looked at drawing an 8x8 Smiley before... lets extend that now, and make the joystick move that icon around the screen...
As we now have graphics on screen, and the ability to control them, this could be the basis of a simple game!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples.php#LessonS11

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

On the gameboy, If we're just getting started, and we want to get some simple graphics on the screen, then the Tilemap will be the easiest way to do this... Unfortunately, we'll need quite a lot of code, but it's relatively simple if we break it down... lets do that now!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples.php#LessonS9

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

Some games from the 80's were known to use a trick where the 4 bits of color depth in Mode 0 were split into pairs... effectively giving 2 layers of 4 colors...
By ANDing and ORing new data in - sprites could change, without removing the background behind!... We can even use the effect with Red-Cyan 3D Glasses! Lets check it out!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/platform5.php#LessonP47

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The TI-83 isn't really a games handheld... but it can do a few simple graphics... Lets learn how to make a simple sprite onscreen!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples.php#LessonS8

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The Amiga is capable of hardware sprites, but the way they work is a little 'odd', each sprite can be up to the height of the screen, but is only 16 pixels wide..
Also, we have to build up a list in chip ram, and the hardware will draw that list, lets learn how!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/68000/platform3.php#LessonP28

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The Spectrum Next isn't just capable of Bitmap layers, it can also do Tilemaps... This allows us to create fast scrolling graphics using the ULA layer (still allowing Layer 2 for other purposes!)... Lets make the layer work!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/platform5.php#LessonP46

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The Genesis is capable of up to 80 Hardware Sprites onscreen, each of which can be from 8x8 pixels to 32x32... Lets learn to use the Genesis sprites!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/68000/platform3.php#LessonP27

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples.php#LessonS7

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The MSX1 is graphically more simple... similar to a Spectrum (but with better color) each pixel is either the foreground or background color...
While the system is capable of hardware sprites, they may be a bit complex for your first game, so instead we'll look at drawing pictures with the tilemap!... Lets learn how!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
https://www.chibiakumas.com/z80/simplesamples.php#LessonS6

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

Unlike the systems we've looked at so far, the MSX2 video memory is separate from the normal ram... in the 'VDP'
We'll have to send commands to the VDP to draw pixels to the screen, and copy sprites from one area to another,
Lets figure it out!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
https://www.chibiakumas.com/z80/simplesamples.php#LessonS5

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The Neogeo has no tile layer, instead it does EVERYTHING with sprites... Because of not having tiles, the NeoGeo is capable of a massive 380 16x16 Sprites! Although each sprite pattern is 16x16, they can contain up to 32 vertical tiles, and multiple sprites can be 'Chained' to make them wider... they can also be scaled down to make them smaller... Lets learn how!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/68000/platform3.php#LessonP25

Also Check out the NeoGeo Dev Wiki for more great sprite info:
https://wiki.neogeodev.org/index.php?title=Sprites

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

We learned last time how to use sprites, but the more serious problem is the lack of a TileMap on the NeoGeo,
Lets learn how we can use Chained sprites, and shrinking to simulate a tilemap of 8x8 tiles!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/68000/platform3.php#LessonP26

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

Lets learn how to draw some simple 4 color sprites on the Enterprise!... the Enterprise screen is similar in byte format to the CPC, but the line order is easier... unfortunately, setting up the screen is not!... Let's learn how to do it!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples.php#LessonS3

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The ULA (Uncommitted logic array) is responsible for the color graphics on the spectrum, giving a choice of 7 colors in 2 brightness for foreground and background, it gives reasonable color for limited memory...
Unfortunately the high contrast palette makes the color clash a bit severe!... however the Spectrum NEXT offers an alternative... ULA NEXT!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/platform5.php#LessonP43

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

Lets make a simple sprite example! The speccy is just 1bpp - so each pixel is one bit, but we have the added problem of the color map...
The Bitmap data is at &4000 - the colors are at &5800
Lets learn how to draw sprites on the speccy screen!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples#LessonS2

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

Sprites on the Lynx are not hardware sprites in the same sense as other systems, rather than a layer, the 'Suzy' Chip will quickly scale and render the sprite into our bitmap memory.Lets Learn how!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/6502/platform4.php#LessonP32

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

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 example to a much larger sprite, so you can modify the code for any sprite size you wish!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/z80/simplesamples.php

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

The Amiga uses digital sound, we provide 'wave' samples, and pass these to the 4 sound channels to make sound... We also need to set up a DMA to make the sound play
Each channel is positioned Left or Right, to make Mono we'll need to set two...lets learn how!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/68000/platform3.php#LessonP23

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

A quick 'plug' for my new channel, on which I'll be doing livestreaming of programming, and gameplay with tech chat!

If that sounds fun, please subscribe:
https://www.youtube.com/channel/UCc3e2vxORDpGLmxiej3nzpw

Sound on the Sinclair QL is pretty basic... we use Trap #1, Function $11 known as "MT.IPCOM"... this sends data to the IPC - which controls the keyboard and sound... lets learn how to use it to make sound!

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
http://www.chibiakumas.com/68000/platform3.php#LessonP22

If would like to support my channel and ongoing 8-bit game development, please consider backing me on patreon:
https://www.patreon.com/akuyou

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Created 7 months, 1 week ago.

102 videos

CategoryEducation

Learn to write Games for your old retro computers with my Assembly tutorials!...

Covering 6502,Z80 and 68000, with more planned in the future, My tutorials are aimed at absolute beginners, and will help you learn to program something new for the old computers you love!