#MegaWang2000TurboEdition
#MegaWang2000TurboEdition for #Commodore64 scaled sprites test...
January 23, 2025 at 4:25 PM
#MegaWang2000TurboEdition for #Commodore64 scaled sprites test... Adding some "rotation" using some lookup tables.
January 24, 2025 at 12:44 PM
First attempt at enemy position calculation works, for my #MegaWang2000TurboEdition hardware for #Commodore64 design tests.
February 5, 2025 at 2:50 AM
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.
August 1, 2025 at 10:00 AM
#Commodore64 #MegaWang2000TurboEdition hardware "After Burner" demo now includes bullets and ground collision detection for animated explosions. This has even more dynamic palettes. I've been testing the latest hardware build.
May 15, 2025 at 2:56 PM
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
June 7, 2025 at 6:28 AM
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).
July 18, 2025 at 4:56 AM
#MegaWang2000TurboEdition for #Commodore64 update, today was a day of adding more player sprite animations, expanding the hardware design to allow a lot more graphics data, and optimising the landscape draw.
January 31, 2025 at 4:35 PM
I've found some hardware optimisations that should give me 15% more sprite draw time for my "After Burner" demo for #Commodore64 and my #MegaWang2000TurboEdition hardware. While PCBWay builds the update, I've been adding some extra landing and takeoff tests and extra graphics.
April 12, 2025 at 3:11 PM
While thinking about enemy movement, I added a quick title screen animation for my #MegaWang2000TurboEdition hardware for #Commodore64 update. The landscape also has more vertical movement and smoother rotation.
February 2, 2025 at 9:01 AM
I like it when #Commodore64 graphics conversion toolchain code works, for my #MegaWang2000TurboEdition hardware.
January 18, 2025 at 1:38 PM
#Commodore64 and #MegaWang2000TurboEdition debugging tools , mixed source and disassembly, labels with memory, and internal hardware states.
July 15, 2025 at 3:13 AM
#MegaWang2000TurboEdition for #Commodore64 update, today I've been adding maths for the rotated horizon... This uses the "mode7" display layer. I'm a developer with 31 years experience, who made the hardware, and *still* it took me a while to find the correct maths for all the rotation vectors.
January 27, 2025 at 12:18 PM
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.
July 26, 2025 at 4:18 PM
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
July 13, 2025 at 1:50 PM
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.
February 10, 2025 at 2:28 PM
#MegaWang2000TurboEdition hardware update, today I've been in software mode, adding some extra polish to the title screen sequence, the carrier take-off, and improving the enemy entity system.
February 21, 2025 at 10:53 AM
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.
youtu.be/XWX8UqmuRmM
MegaWang 2000 Turbo Edition - 44 - After Burner improvements
YouTube video by Martin Piper
youtu.be
July 31, 2025 at 10:12 AM
#MegaWang2000TurboEdition quick visual update about the new super scaled sprites PCB for the #Commodore64 ... Video later...
March 27, 2025 at 8:55 AM
#MegaWang2000TurboEdition hardware simulation and debugging of the super scaled sprites layer is complete. Accurate hardware simulation like this is slow but very necessary for debugging #electronics. Next step, get this built and plug it into my #Commodore64 :)
February 20, 2025 at 1:13 AM
#MegaWang2000TurboEdition for #Commodore64 update, today I added vertical player animations and movement. The landscape moves with the aircraft pitch. Also moving clouds were added to the horizon, which is something not in the arcade version.
January 29, 2025 at 11:54 AM
Added a runway for the landing and takeoff refueling sequence to my #MegaWang2000TurboEdition hardware "After Burner" demo. This uses the APU "copper" board and the tiles layer containing a "road" with perspective.
April 18, 2025 at 1:04 PM
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
MegaWang 2000 Turbo Edition - 46 - After Burner complete game
YouTube video by Martin Piper's mostly Commodore related memories
youtu.be
September 25, 2025 at 12:48 PM
Thinking about enemy object movement and rendering for the next #MegaWang2000TurboEdition hardware for #Commodore64 update. This is quite tricky to synchronise with the landscape while also being fast enough for a 1MHz 6502 to calculate.
#MegaWang2000TurboEdition for #Commodore64 update, today was a day of adding more player sprite animations, expanding the hardware design to allow a lot more graphics data, and optimising the landscape draw.
February 2, 2025 at 4:03 AM
Update for #MegaWang2000TurboEdition hardware for #Commodore64 design tests. Today more enemies and better animation frames for the enemy rotation.
February 7, 2025 at 9:47 AM