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#commanderx16 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #commanderx16, aggregated by home.social.

  1. I've been experimenting with C using llvm-mos for the Commander X16 over the last week, and have managed to get a pretty good sprite system up and running using Shinobi sprites ripped from the arcade ROM.

    Joe is made up of two sets of sprites, top and bottom.

    I don't know if this will turn into something yet, but it's pretty cool to see an 8-bit system do stuff like this.

    #8bit #retrogaming #c #commanderx16 #gamedev

  2. I've been experimenting with C using llvm-mos for the Commander X16 over the last week, and have managed to get a pretty good sprite system up and running using Shinobi sprites ripped from the arcade ROM.

    Joe is made up of two sets of sprites, top and bottom.

    I don't know if this will turn into something yet, but it's pretty cool to see an 8-bit system do stuff like this.

    #8bit #retrogaming #c #commanderx16 #gamedev

  3. I've been experimenting with C using llvm-mos for the Commander X16 over the last week, and have managed to get a pretty good sprite system up and running using Shinobi sprites ripped from the arcade ROM.

    Joe is made up of two sets of sprites, top and bottom.

    I don't know if this will turn into something yet, but it's pretty cool to see an 8-bit system do stuff like this.

    #8bit #retrogaming #c #commanderx16 #gamedev

  4. Well, its a start. Literally. This is the first tutorial room for my 8bit side-project. #CommanderX16 #ScreenshotSaturday

  5. Well, its a start. Literally. This is the first tutorial room for my 8bit side-project. #CommanderX16 #ScreenshotSaturday

  6. Well, its a start. Literally. This is the first tutorial room for my 8bit side-project. #CommanderX16 #ScreenshotSaturday

  7. Well, its a start. Literally. This is the first tutorial room for my 8bit side-project. #CommanderX16 #ScreenshotSaturday

  8. My little 8bit side-project has reached an important milestone. Its an Ultima-V-like RPG-engine, in case I haven't mentioned that yet.
    It is still far from being complete (maybe at 30%). But I have reached a point where I feel the need to start making an actual game with this. Hopefully the game design process will also inform and guide the remaining development of the engine.
    #CommanderX16

  9. My little 8bit side-project has reached an important milestone. Its an Ultima-V-like RPG-engine, in case I haven't mentioned that yet.
    It is still far from being complete (maybe at 30%). But I have reached a point where I feel the need to start making an actual game with this. Hopefully the game design process will also inform and guide the remaining development of the engine.
    #CommanderX16

  10. My little 8bit side-project has reached an important milestone. Its an Ultima-V-like RPG-engine, in case I haven't mentioned that yet.
    It is still far from being complete (maybe at 30%). But I have reached a point where I feel the need to start making an actual game with this. Hopefully the game design process will also inform and guide the remaining development of the engine.
    #CommanderX16

  11. Been a while since a made an 8-bit font. Didn't turn out too bad. #CommanderX16

  12. Been a while since a made an 8-bit font. Didn't turn out too bad. #CommanderX16

  13. Been a while since a made an 8-bit font. Didn't turn out too bad. #CommanderX16

  14. Finally finished porting my WIP #CommanderX16 project to the GS. Despite adding a few minor enhancements the new code is about 13KB shorter than the old one.
    Seems the 65816 can actually deliver higher code density than the 65C02, even though many instructions are one byte longer.
    Being able to do 16 bit operations with a single instruction is certainly a factor. But I suspect that the larger address space had an even bigger impact (less costly banking and paging in/out code).

  15. Finally finished porting my WIP #CommanderX16 project to the GS. Despite adding a few minor enhancements the new code is about 13KB shorter than the old one.
    Seems the 65816 can actually deliver higher code density than the 65C02, even though many instructions are one byte longer.
    Being able to do 16 bit operations with a single instruction is certainly a factor. But I suspect that the larger address space had an even bigger impact (less costly banking and paging in/out code).

  16. Finally finished porting my WIP #CommanderX16 project to the GS. Despite adding a few minor enhancements the new code is about 13KB shorter than the old one.
    Seems the 65816 can actually deliver higher code density than the 65C02, even though many instructions are one byte longer.
    Being able to do 16 bit operations with a single instruction is certainly a factor. But I suspect that the larger address space had an even bigger impact (less costly banking and paging in/out code).

  17. Writing a complex text formatting algorithm in 65816 assembly is interesting. For some definition of interesting.
    #CommanderX16

  18. Writing a complex text formatting algorithm in 65816 assembly is interesting. For some definition of interesting.
    #CommanderX16

  19. Writing a complex text formatting algorithm in 65816 assembly is interesting. For some definition of interesting.
    #CommanderX16

  20. Dealing with a non-deterministic bug in 65816 assembly is incredibly hard. But it is also intensely satisfying when you manage to fix such a bug.
    #CommanderX16

  21. Dealing with a non-deterministic bug in 65816 assembly is incredibly hard. But it is also intensely satisfying when you manage to fix such a bug.
    #CommanderX16