Here is the repository owner explaining the process himself: https://github.com/Piddewitt/C64-Game-Source-Code
Nice work and interesting still, but maybe we can correct the title?
Here is the repository owner explaining the process himself: https://github.com/Piddewitt/C64-Game-Source-Code
Nice work and interesting still, but maybe we can correct the title?
"Heritage Capital Corp. and Numismatic Certification Institute. Also named in the action were Steve Ivy and James Halperin, prominent numismatic figures. A consent order was signed agreeing to establish a $1.2-million fund for collectors who purchase the NCI-graded coins from Coin Galleries Inc. of Miami."
https://www.cgccards.com/news/article/13534/
History both repeats and rhymes, in this case.
result = switch(shape) {
rectangle = function(r)
return "a rectangle with width " .. r.width
end,
function(s)
return "an unknown shape"
end
}
Can't easily get rid of the pesky functions, though.[0]: https://gist.github.com/krajzeg/9bd8806fb72c1ae22eb931b42b3d...
I have zero interest in mushrooms or dying fabrics, and yet, I can't help and be infected by this site's enthusiasm. Great way to start a day!
I think the Game Boy Advance was the last mainstream PCB cartridge game console. The GameCube had moved to discs, Sony and Microsoft never made a cartridge based system, and Sega was on their third such system with the Dreamcast.
But I don't think the GBA or N64 really did things like the SNES or NES did with regards to cartridge hardware. I think by that time, the core hardware was way more powerful than anything that could be attached.
My favorite is WarioWare: Twisted [1] including a gyro sensor (+ a rumble pack) to enable gameplay based on turning the whole GBA around. But there were also add-on real time clocks (Pokemon), light sensors, and other things.
It also had the Nintendo e-Reader [2], which technically connected to the cartridge port and loaded like a cartridge, but was its own unique piece of weirdness.
For these cases, the exponential lerp trick is very useful, and not universally known. There are many games (some of mine included!) that use the less correct linear lerp and run into trouble with their animations feeling completely off once somebody runs the game on a 240 Hz monitor, or anything different from the 60fps that used to be standard.
For this reason, I appreciate the article. It's usually hard to access this type of hyper-specific knowledge, as it is most often passed as an "apprentice-style" oral tradition from the senior people on a team to the more junior members.
Deleted Comment
You can still play the little game I made in under 10K for the Allegro SizeHack competition in 2000: https://web.archive.org/web/20250118231553/https://www.oocit...
Back then I was also writing a bunch of articles on game development: https://www.flipcode.com/archives/Theory_Practice-Issue_00_I...
Anyone on HN was active around that time? :) Fun time to be hacking!
I took part in a few of the later Speedhacks, around 2004-2005, I think?
Allegro will always have a warm place in my heart, and it was a formative experience that still informs how I like to work on games.
EDIT: Hah, actually found my first Speedhack [1]! Second place, not bad! Interestingly, the person who took first place (Rodrigo Braz Monteiro) is also a professional game developer now.
[1]: https://web.archive.org/web/20071101091657/http://speedhack....