#MegaWang2000TurboEdition board stack has grown. 3 chars/tiles, mode7, 2 super scaled sprites, audio, and APU (copper). The new backplane provides much more reliable power and signal quality. Currently at 88 watts. :)
#MegaWang2000TurboEdition board stack has grown. 3 chars/tiles, mode7, 2 super scaled sprites, audio, and APU (copper). The new backplane provides much more reliable power and signal quality. Currently at 88 watts. :)
This video shows the new Character layers working with #MegaWang2000TurboEdition and #Commodore64. Three layer parallax with optional dithering. Using easier to find surface mount components instead of the old through hole design.
https://youtu.be/yieNq5IupHI
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.
https://youtu.be/16IcTzvIYJE
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
https://youtu.be/vGDLybLMFO8
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.
A quick "After Burner" palette fade and raster interrupt test for my #Commodore64 #MegaWang2000TurboEdition hardware.
https://youtu.be/nWQjSncJ57M
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.
https://youtu.be/iQVu70-Ao1g
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.
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.
https://youtu.be/XWX8UqmuRmM
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.
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.
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. This is part of my expansion video and audio hardware using 74LS TTL electronics.
https://youtu.be/jqp4M9Wm9bM
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.
https://youtu.be/S7neGnmS_II
#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 a very cheap and effective clip test that prioritises on-screen pixel plotting, more sprites basically.