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#MegaWang2000TurboEdition

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Martin Piper (he/him) 💙💛🌻💉<p><a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Commodore64</span></a> <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware "After Burner" demo now includes the "canyon" sequence which reuses some of the landing sequence code. Interestingly the original arcade canyon sequence does not rotate and that's probably due to the huge sprites used.<br><a href="https://youtu.be/JylEPvrckCM" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/JylEPvrckCM</span><span class="invisible"></span></a></p>
Martin Piper (he/him) 💙💛🌻💉<p><a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Commodore64</span></a> <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware "After Burner" demo now includes the "canyon" sequence which reuses some of the landing sequence code. Interestingly the original arcade canyon sequence does not rotate and that's probably due to the huge sprites used.</p>
Martin Piper (he/him) 💙💛🌻💉<p>To increase the colours available, the palette banks are now dynamic during the titles and game. The landing sequence objects switch palette banks and then the buildings after that use another palette bank. <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Commodore64</span></a> <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware "After Burner" demo.</p>
Martin Piper (he/him) 💙💛🌻💉<p>Added a runway for the landing and takeoff refueling sequence to my <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware "After Burner" demo. This uses the APU "copper" board and the tiles layer containing a "road" with perspective.</p>
Martin Piper (he/him) 💙💛🌻💉<p>I've found some hardware optimisations that should give me 15% more sprite draw time for my "After Burner" demo for <a href="https://mastodon.social/tags/Commodore64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Commodore64</span></a> and my <a href="https://mastodon.social/tags/MegaWang2000TurboEdition" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MegaWang2000TurboEdition</span></a> hardware. While PCBWay builds the update, I've been adding some extra landing and takeoff tests and extra graphics.</p>