ChibiAkumas

ChibiAkumas

ChibiAkumas

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The Joystick on the NeoGeo makes things easy for us! There are two ports, one contains Select/Start buttons, and the other contains the joypad settings.
We can just read in from these to get the directions selected on the Joypad.

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/platform.php#LessonP9

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 handle joysticks on the Atari 800 and 5200,
Unfortuantely the PIA chip which handles the digital joystick on the Atari 800 does note exist on the 5200...where we have to use analog joysticks!

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/platform.php#LessonP11

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 BBC Supports up to 2 analog joysticks, with digital fire buttons... Each Joystick uses 2 analog channels for the X and Y axis - which we'll need to convert to digital values.
Lets learn how we can use them!

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/platform.php#LessonP10

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

Another battle of the junk! I've got a bunch of old 'iffy' MSXes in my cupboard - and it's time to set them loose, and see if I can make them work!

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

It's time for the Atari ST!... we're going to read in from the Atari's 1 button Joystick...

Unfortunately, to my knowledge, there's no way of getting direct access to the Joystick... so begrudgingly I'm going to have to use the firmware to do the job!

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/platform.php#LessonP8

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 how to use a compiled sprite in the last lesson... this time we'll look at the resulting compiled sprite source-code, and see what magic is happening!

We're going to look at a CPC compiled sprite, but the Speccy one is 95% identical

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/akuma2.php#Akuma24

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 X68000 doesn't have it's 'own' joystick... it uses a 9 pin port, that quite strangely supports 2 button MSX joypads, or 8 button Genesis / Megadrive joypads (6 fires + Mode/Start)
This gives us a joypad layout that rivals the NeoGeo - and more than we're ever likely to need... it's not to hard to get the data out the joypad either, lets 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/68000/platform.php#LessonP7

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/akuma2.php#Akuma23

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 C64's bitmap screen memory layout is like the BBC, but it has color attributes like the ZX or a tile system like the NES...
It offers a 2 or 4 color bitmap mode... lets learn how to use them!

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/platform.php#LessonP9

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 Vic-20 can't do bitmaps, but we can use custom characters to simulate a tile map... 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/6502/platform.php#LessonP8

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 SNES uses 16 color 8x8 tiles... like the NES, we use memory mapped ports to control the PPU... lets get it working!

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/platform.php#LessonP7

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 NES and Famicom use a graphics system called the PPU - they are also Tile / Sprite based systems, with a grid of 8x8 tiles in the background.... we'll learn how define and get tiles onscreen, and use a buffer with NMI interrupt handler to send the data in Vblank!

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/platform.php#LessonP6

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 essentially a 'bitmap' based system, we allocate an area of memory to be our screen data, and we can write data into that area to get our pixels on the screen,
However there are some complexities to getting things working, so lets learn how to make it behave!

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/platform.php#LessonP6

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 PC Engine is a Tile/Sprite based system capable of 16 colors per tile...
We're going to learn how to use these tiles to draw our 'Chibiko' character onto 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/6502/platform.php#LessonP5

Learn more about the PC Engine hardware:
http://www.chibiakumas.com/6502/pcengine.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 6280 has some special commands we need to understand if we're going to write PC engine games... and the 65c02 has some extra cool stuff you may want to use...

As always, this Video lesson matches the text lesson on my website, and you can get the source code as well...
www.chibiakumas.com/6502/advanced.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

In this lesson we'll go over the ChibiAkumas RLE Decompressor, and learn how it decodes the RLE files we learned to create and use last time

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/akuma2.php#Akuma22

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

An introduction to the hardware, and Assembly programming on the Gameboy and Gameboy Color... Describing the differences between the Z80 and the gameboy's custom processor, and basics on cartridge format, memory map and hardware overview

This Video lesson matches the text lesson on my website:
http://www.chibiakumas.com/z80/Gameboy.php

More GB/GBC content coming soon, but if you can't wait, check out my GrimeZ80 game project, as it's being developed for the Gameboy systems
https://youtu.be/nZo4mFqAgo8

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

Learn 68000 Assembly Programming - Lesson1 : For absolute beginners!

This is the first in a series of tutorials which will teach you how to write your own games in 68000 assembly from absolute basics - using only free software!

This tutorial assumes you have no previous experience of programming at all, and teaches assembly in a 'Multiplatform way'... showing the examples running on the NeoGeo, Genesis, Atari ST,Amiga and x68000... and all the example code and tools are available on my website...

These videos are designed to be a companion to my written tutorials:
http://www.chibiakumas.com/68000/#Lesson1

There's a 68000 cheatsheet for download on my site, so make sure you drop by!

Please consider backing me on patreon if you like my work, patreons will receive multiple updates every week, with technical info, updates on the new games, and background on the making!
https://www.patreon.com/akuyou

This is the first in a series of tutorials which will teach you how to write your own games in 6502 assembly from absolute basics - using only free software!

This tutorial assumes you have no previous experience of programming at all, and teaches assembly in a 'Multiplatform way'... showing the examples running on the C64, Apple II, BBC Micro, Nintendo NES,PC Engine, SNES, Atari 5200, Atari Lynx and more... and all the example code and tools are available on my website...

These videos are designed to be a companion to my written tutorials:
http://www.chibiakumas.com/6502/#Lesson1

There's a 6502 cheatsheet for download on my site, so make sure you drop by!

Please consider backing me on patreon if you like my work, patreons will receive multiple updates every week, with technical info, updates on the new games, and background on the making!
https://www.patreon.com/akuyou

This is the first in a series of tutorials I'm planning which will teach you how to write your own games in Z80 assembly from absolute basics - using only free software!

This tutorial assumes you have no previous experience of programming at all!

These videos are designed to be a companion to my written tutorials:
http://www.chibiakumas.com/z80/
There's a Z80 cheatsheet for download on my site, so make sure you drop by!

You will need free winape (V2.0b2 used in video)
http://www.winape.net/downloads.jsp

Please consider backing me on patreon if you like my work, patreons will receive multiple updates every week, with technical info, updates on the new games, and background on the making!
https://www.patreon.com/akuyou

When developing ChibiAkumas Episode 2, I wanted to be able to store MORE graphics in less space - I decided I needed RLE compression, and as I like to try to do everything myself, I decided to write my own RLE Compressor/Decompresser and file format!... Check out what I came up with!

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/akuma2.php#Akuma21

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

When a level starts, some Initialization is required to get things working,
Once this is done, the main level code will proceed with the Level loop - which will continue to execute until either the player dies, or wins the level.
Lets see how all this works!

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/akuma2.php#Akuma20

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 most of our systems The Lynx has a 16 color Bitmap screen - effectively we can just write data to it - one nibble per color to ram, and it will appear on screen!
We do need to do a bit of setup first to get it working...

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/platform.php#LessonP4

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 1 month, 3 weeks ago.

23 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!