#megawang2000turboedition search results

Spot the two super scaled sprites boards (different revisions) in this #MegaWang2000TurboEdition stack...

MartinPiper's tweet image. Spot the two super scaled sprites boards (different revisions) in this #MegaWang2000TurboEdition stack...

#Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.

MartinPiper's tweet image. #Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.

After adding all the status and speed display animations I've got 1249 bytes free in #Commodore64 main memory. Will I be able to squeeze in the radar in the top right? This #MegaWang2000TurboEdition hardware will be available to buy soon(ish).


Added the mission complete pictures and also the animated hand in the attract mode. The original arcade has 17 tile screens for these extra graphics, this current #MegaWang2000TurboEdition setup only has two tiles layers. So the hand is using sprites.


Testing new audio hardware designs for my #MegaWang2000TurboEdition #Commodore64 "After Burner" conversion. Volume up for the take-off sequence. I think it makes a special difference, but that's because I have very old memories of pumping coins into this arcade machine.


Sometimes it's these kinds of flashing text updates, and the sound effects and other UI animations, that take a deceptively long time to add to a game... #MegaWang2000TurboEdition #AfterBurner

MartinPiper's tweet image. Sometimes it's these kinds of flashing text updates, and the sound effects and other UI animations, that take a deceptively long time to add to a game... #MegaWang2000TurboEdition #AfterBurner

After quite a bit of data generation optimisation, I've gone from 637 bytes to 7302 bytes free in #Commodore64 main memory, so I can start adding extra enemy types and background graphics again. The #MegaWang2000TurboEdition hardware has much more free memory.

Testing the mission complete code path... In the original arcade this text is one big sprite. The ending pictures will probably be squeezed into the front tile screen.



#MegaWang2000TurboEdition hardware. The power of one extra AND gate. This takes an existing signal for "Y position is off the screen" and sends it to the "pixel row completed" signal. This gives an effective clip test that prioritises more sprites, basically.

MartinPiper's tweet image. #MegaWang2000TurboEdition hardware. The power of one extra AND gate. This takes an existing signal for "Y position is off the screen" and sends it to the "pixel row completed" signal. This gives an effective clip test that prioritises more sprites, basically.

Using some of the original arcade sound effects with my #MegaWang2000TurboEdition expansion hardware for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics. #VolumeUp

Testing the new fill rate with "super scaled sprites" explosions with my #MegaWang2000TurboEdition expansion hardware for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics.



The After Burner arcade attract mode would pause the demo game play and effortlessly scroll the high score table up the screen using some of its 17 tile screens! For my #MegaWang2000TurboEdition hardware it's using one tile screen and raster splits.

Added the mission complete pictures and also the animated hand in the attract mode. The original arcade has 17 tile screens for these extra graphics, this current #MegaWang2000TurboEdition setup only has two tiles layers. So the hand is using sprites.



#MegaWang2000TurboEdition with all video and audio boards plugged in is now at 80 watts. I think it's about time to split the power delivery to the backplane.

MartinPiper's tweet image. #MegaWang2000TurboEdition with all video and audio boards plugged in is now at 80 watts. I think it's about time to split the power delivery to the backplane.

Testing the new fill rate with "super scaled sprites" explosions with my #MegaWang2000TurboEdition expansion hardware for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics.

In this video I test the new bug fixed "super scaled sprites" #MegaWang2000TurboEdition PCB with an updated "After Burner" demo for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics. @PCBWayOfficial youtu.be/9O-Xjz4UNMs

MartinPiper's tweet card. MegaWang 2000 Turbo Edition 41 Testing the new Super Scaled Sprites...

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MegaWang 2000 Turbo Edition 41 Testing the new Super Scaled Sprites...



This video shows the Audio2 layer working with the #Commodore64 and additional #MegaWang2000TurboEdition hardware. This has 2MB memory per channel with stereo output up to 78KHz 8-bit sample rate with volume control. youtu.be/16IcTzvIYJE

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 48 - Audio2 tests

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MegaWang 2000 Turbo Edition - 48 - Audio2 tests


Finalising #C64 Audio2 expansion hardware specs, mostly the amount of memory for extra music... #VolumeUp I plan to sell this #MegaWang2000TurboEdition expansion soon, which will be available as separate audio, video, memory expansion boards.

This video shows some of the updates to the "After Burner" demo for #Commodore64. The landscape now has more graphics with hills and rivers, enemy attacks waves now include rolls and can also attack from behind. I plan to sell this #MegaWang2000TurboEdition expansion soon.…

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 44 - After Burner improvements

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MegaWang 2000 Turbo Edition - 44 - After Burner improvements



#MegaWang2000TurboEdition updates to the video board and the "After Burner" demo for #Commodore64. Expanded 1024 colours on screen, video RGB filtering, and twice the number of super scaled sprites. My expansion hardware using 74LS TTL electronics. youtu.be/jqp4M9Wm9bM

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 43 - New video board

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YouTube

MegaWang 2000 Turbo Edition - 43 - New video board


In this video I run through the updates to the "After Burner" demo for #Commodore64. This is part of my #MegaWang2000TurboEdition expansion video and audio hardware using 74LS TTL electronics. youtu.be/S7neGnmS_II

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 42 - After Burner demo is more game

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YouTube

MegaWang 2000 Turbo Edition - 42 - After Burner demo is more game


This video shows some of the updates to the "After Burner" demo for #Commodore64. The landscape now has more graphics with hills and rivers, enemy attacks waves now include rolls and can also attack from behind. I plan to sell this #MegaWang2000TurboEdition expansion soon.…

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 44 - After Burner improvements

youtube.com

YouTube

MegaWang 2000 Turbo Edition - 44 - After Burner improvements


This video shows the "After Burner" demo for #Commodore64 and my #MegaWang2000TurboEdition hardware. The game is pretty much complete now and is included in SDK V1.0.0.9. This is part of my expansion video and audio hardware using 74LS TTL electronics. youtu.be/iQVu70-Ao1g

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 44 - SDK 1.0.0.9 with After Burner game

youtube.com

YouTube

MegaWang 2000 Turbo Edition - 44 - SDK 1.0.0.9 with After Burner game


In this video I test the new bug fixed "super scaled sprites" #MegaWang2000TurboEdition PCB with an updated "After Burner" demo for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics. @PCBWayOfficial youtu.be/9O-Xjz4UNMs

MartinPiper's tweet card. MegaWang 2000 Turbo Edition 41 Testing the new Super Scaled Sprites...

youtube.com

YouTube

MegaWang 2000 Turbo Edition 41 Testing the new Super Scaled Sprites...


This video shows the Audio2 layer working with the #Commodore64 and additional #MegaWang2000TurboEdition hardware. This has 2MB memory per channel with stereo output up to 78KHz 8-bit sample rate with volume control. youtu.be/16IcTzvIYJE

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 48 - Audio2 tests

youtube.com

YouTube

MegaWang 2000 Turbo Edition - 48 - Audio2 tests


This video shows "After Burner" for #Commodore64 and my additional #MegaWang2000TurboEdition hardware. This is a complete playthrough including mission complete, high score entry, and the attract sequence at the end. #OpenSource youtu.be/vGDLybLMFO8

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 46 - After Burner complete game

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YouTube

MegaWang 2000 Turbo Edition - 46 - After Burner complete game


Spot the two super scaled sprites boards (different revisions) in this #MegaWang2000TurboEdition stack...

MartinPiper's tweet image. Spot the two super scaled sprites boards (different revisions) in this #MegaWang2000TurboEdition stack...

#MegaWang2000TurboEdition with all video and audio boards plugged in is now at 80 watts. I think it's about time to split the power delivery to the backplane.

MartinPiper's tweet image. #MegaWang2000TurboEdition with all video and audio boards plugged in is now at 80 watts. I think it's about time to split the power delivery to the backplane.

This video shows the "After Burner" demo for #Commodore64 and my #MegaWang2000TurboEdition hardware. The game is pretty much complete now and is included in SDK V1.0.0.9. This is part of my expansion video and audio hardware using 74LS TTL electronics. youtu.be/iQVu70-Ao1g

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 44 - SDK 1.0.0.9 with After Burner game

youtube.com

YouTube

MegaWang 2000 Turbo Edition - 44 - SDK 1.0.0.9 with After Burner game


The After Burner arcade attract mode would pause the demo game play and effortlessly scroll the high score table up the screen using some of its 17 tile screens! For my #MegaWang2000TurboEdition hardware it's using one tile screen and raster splits.

Added the mission complete pictures and also the animated hand in the attract mode. The original arcade has 17 tile screens for these extra graphics, this current #MegaWang2000TurboEdition setup only has two tiles layers. So the hand is using sprites.



Added the mission complete pictures and also the animated hand in the attract mode. The original arcade has 17 tile screens for these extra graphics, this current #MegaWang2000TurboEdition setup only has two tiles layers. So the hand is using sprites.


Finalising #C64 Audio2 expansion hardware specs, mostly the amount of memory for extra music... #VolumeUp I plan to sell this #MegaWang2000TurboEdition expansion soon, which will be available as separate audio, video, memory expansion boards.

This video shows some of the updates to the "After Burner" demo for #Commodore64. The landscape now has more graphics with hills and rivers, enemy attacks waves now include rolls and can also attack from behind. I plan to sell this #MegaWang2000TurboEdition expansion soon.…

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 44 - After Burner improvements

youtube.com

YouTube

MegaWang 2000 Turbo Edition - 44 - After Burner improvements



This video shows some of the updates to the "After Burner" demo for #Commodore64. The landscape now has more graphics with hills and rivers, enemy attacks waves now include rolls and can also attack from behind. I plan to sell this #MegaWang2000TurboEdition expansion soon.…

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 44 - After Burner improvements

youtube.com

YouTube

MegaWang 2000 Turbo Edition - 44 - After Burner improvements


After quite a bit of data generation optimisation, I've gone from 637 bytes to 7302 bytes free in #Commodore64 main memory, so I can start adding extra enemy types and background graphics again. The #MegaWang2000TurboEdition hardware has much more free memory.

Testing the mission complete code path... In the original arcade this text is one big sprite. The ending pictures will probably be squeezed into the front tile screen.



After adding all the status and speed display animations I've got 1249 bytes free in #Commodore64 main memory. Will I be able to squeeze in the radar in the top right? This #MegaWang2000TurboEdition hardware will be available to buy soon(ish).


#Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.

MartinPiper's tweet image. #Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.

Sometimes it's these kinds of flashing text updates, and the sound effects and other UI animations, that take a deceptively long time to add to a game... #MegaWang2000TurboEdition #AfterBurner

MartinPiper's tweet image. Sometimes it's these kinds of flashing text updates, and the sound effects and other UI animations, that take a deceptively long time to add to a game... #MegaWang2000TurboEdition #AfterBurner

#MegaWang2000TurboEdition updates to the video board and the "After Burner" demo for #Commodore64. Expanded 1024 colours on screen, video RGB filtering, and twice the number of super scaled sprites. My expansion hardware using 74LS TTL electronics. youtu.be/jqp4M9Wm9bM

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 43 - New video board

youtube.com

YouTube

MegaWang 2000 Turbo Edition - 43 - New video board


Testing new audio hardware designs for my #MegaWang2000TurboEdition #Commodore64 "After Burner" conversion. Volume up for the take-off sequence. I think it makes a special difference, but that's because I have very old memories of pumping coins into this arcade machine.


In this video I run through the updates to the "After Burner" demo for #Commodore64. This is part of my #MegaWang2000TurboEdition expansion video and audio hardware using 74LS TTL electronics. youtu.be/S7neGnmS_II

MartinPiper's tweet card. MegaWang 2000 Turbo Edition - 42 - After Burner demo is more game

youtube.com

YouTube

MegaWang 2000 Turbo Edition - 42 - After Burner demo is more game


Using some of the original arcade sound effects with my #MegaWang2000TurboEdition expansion hardware for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics. #VolumeUp

Testing the new fill rate with "super scaled sprites" explosions with my #MegaWang2000TurboEdition expansion hardware for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics.



Testing the new fill rate with "super scaled sprites" explosions with my #MegaWang2000TurboEdition expansion hardware for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics.

In this video I test the new bug fixed "super scaled sprites" #MegaWang2000TurboEdition PCB with an updated "After Burner" demo for #Commodore64. This is part of my expansion video and audio hardware using 74LS TTL electronics. @PCBWayOfficial youtu.be/9O-Xjz4UNMs

MartinPiper's tweet card. MegaWang 2000 Turbo Edition 41 Testing the new Super Scaled Sprites...

youtube.com

YouTube

MegaWang 2000 Turbo Edition 41 Testing the new Super Scaled Sprites...



#MegaWang2000TurboEdition hardware. The power of one extra AND gate. This takes an existing signal for "Y position is off the screen" and sends it to the "pixel row completed" signal. This gives an effective clip test that prioritises more sprites, basically.

MartinPiper's tweet image. #MegaWang2000TurboEdition hardware. The power of one extra AND gate. This takes an existing signal for "Y position is off the screen" and sends it to the "pixel row completed" signal. This gives an effective clip test that prioritises more sprites, basically.

No results for "#megawang2000turboedition"

Today I am mostly clipping wires to legs and gathering signal data. #Commodore64 #MegaWang2000TurboEdition #electronics

MartinPiper's tweet image. Today I am mostly clipping wires to legs and gathering signal data. #Commodore64 #MegaWang2000TurboEdition #electronics
MartinPiper's tweet image. Today I am mostly clipping wires to legs and gathering signal data. #Commodore64 #MegaWang2000TurboEdition #electronics
MartinPiper's tweet image. Today I am mostly clipping wires to legs and gathering signal data. #Commodore64 #MegaWang2000TurboEdition #electronics
MartinPiper's tweet image. Today I am mostly clipping wires to legs and gathering signal data. #Commodore64 #MegaWang2000TurboEdition #electronics

Am I testing new #MegaWang2000TurboEdition sprite hardware ideas? Yes, yes I am...

MartinPiper's tweet image. Am I testing new #MegaWang2000TurboEdition sprite hardware ideas? Yes, yes I am...

I like it when #Commodore64 graphics conversion toolchain code works, for my #MegaWang2000TurboEdition hardware.

MartinPiper's tweet image. I like it when #Commodore64 graphics conversion toolchain code works, for my #MegaWang2000TurboEdition hardware.

#MegaWang2000TurboEdition quick visual update about the new super scaled sprites PCB for the #Commodore64 ... Video later...

MartinPiper's tweet image. #MegaWang2000TurboEdition quick visual update about the new super scaled sprites PCB for the #Commodore64 ... Video later...
MartinPiper's tweet image. #MegaWang2000TurboEdition quick visual update about the new super scaled sprites PCB for the #Commodore64 ... Video later...
MartinPiper's tweet image. #MegaWang2000TurboEdition quick visual update about the new super scaled sprites PCB for the #Commodore64 ... Video later...

Checking orientation and part numbers, all looks good... #MegaWang2000TurboEdition super scaled sprites is almost done!

MartinPiper's tweet image. Checking orientation and part numbers, all looks good... #MegaWang2000TurboEdition super scaled sprites is almost done!
MartinPiper's tweet image. Checking orientation and part numbers, all looks good... #MegaWang2000TurboEdition super scaled sprites is almost done!
MartinPiper's tweet image. Checking orientation and part numbers, all looks good... #MegaWang2000TurboEdition super scaled sprites is almost done!
MartinPiper's tweet image. Checking orientation and part numbers, all looks good... #MegaWang2000TurboEdition super scaled sprites is almost done!

Spot the two super scaled sprites boards (different revisions) in this #MegaWang2000TurboEdition stack...

MartinPiper's tweet image. Spot the two super scaled sprites boards (different revisions) in this #MegaWang2000TurboEdition stack...

Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today I'm in super scaled sprite hardware design mode. Using Proteus schematic capture with 74LS TTL logic and some CMOS static RAM. This is a portion of the design...

MartinPiper's tweet image. Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today I'm in super scaled sprite hardware design mode. Using Proteus schematic capture with 74LS TTL logic and some CMOS static RAM. This is a portion of the design...

Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today I've been coding extraction of music data from After Burner arcade. I've also been improving the algorithmic landscape. Using only a few bytes this describes large scenery transitions.



Sometimes it's these kinds of flashing text updates, and the sound effects and other UI animations, that take a deceptively long time to add to a game... #MegaWang2000TurboEdition #AfterBurner

MartinPiper's tweet image. Sometimes it's these kinds of flashing text updates, and the sound effects and other UI animations, that take a deceptively long time to add to a game... #MegaWang2000TurboEdition #AfterBurner

#Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.

MartinPiper's tweet image. #Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.

Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today I've been adding logic. Three scaled sprites, test pattern. Java emulation output on the left, hardware digital simulation on the right (zoomed in a bit). Pixels and colours match.

MartinPiper's tweet image. Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today I've been adding logic. Three scaled sprites, test pattern. Java emulation output on the left, hardware digital simulation on the right (zoomed in a bit).  Pixels and colours match.
MartinPiper's tweet image. Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today I've been adding logic. Three scaled sprites, test pattern. Java emulation output on the left, hardware digital simulation on the right (zoomed in a bit).  Pixels and colours match.

Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today I'm in super scaled sprite hardware design mode. Using Proteus schematic capture with 74LS TTL logic and some CMOS static RAM. This is a portion of the design...

MartinPiper's tweet image. Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today I'm in super scaled sprite hardware design mode. Using Proteus schematic capture with 74LS TTL logic and some CMOS static RAM. This is a portion of the design...


I think this is the final #MegaWang2000TurboEdition board design for super scaled sprites. Weighing in at 245mm x 218mm. Signal separation pathways split the board into quadrants between the major parts of the logic, the sprite RAM and register RAM, calculation, and pixel…

MartinPiper's tweet image. I think this is the final #MegaWang2000TurboEdition board design for super scaled sprites. Weighing in at 245mm x 218mm. Signal separation pathways split the board into quadrants between the major parts of the logic, the sprite RAM and register RAM, calculation, and pixel…

#MegaWang2000TurboEdition hardware update, today I've been adding player missiles to test my #Commodore64 CPU time. Also the hardware has gained extra pixel and sprite offscreen checks, that optimise fill rate for sprites on screen. It looks like the first hardware will run…



#MegaWang2000TurboEdition hardware. The power of one extra AND gate. This takes an existing signal for "Y position is off the screen" and sends it to the "pixel row completed" signal. This gives an effective clip test that prioritises more sprites, basically.

MartinPiper's tweet image. #MegaWang2000TurboEdition hardware. The power of one extra AND gate. This takes an existing signal for "Y position is off the screen" and sends it to the "pixel row completed" signal. This gives an effective clip test that prioritises more sprites, basically.

#MegaWang2000TurboEdition with all video and audio boards plugged in is now at 80 watts. I think it's about time to split the power delivery to the backplane.

MartinPiper's tweet image. #MegaWang2000TurboEdition with all video and audio boards plugged in is now at 80 watts. I think it's about time to split the power delivery to the backplane.

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