When a game developer’s fancy turns towards San Jose at the end of March each year, they are naturally thinking of Game Developers Conference, hosted by CMP. However, the day after the world-renowned GDC is over and most of the regular “professional developers” have returned to their hometowns is when the truly hardcore hang out… Hankering to get the remainder of “MUD-Dev Convention Report?” Click this link!
The Nintendo Gameboy Crib Sheet was put together to fill a very large need. All of the information concerning hardware registers, Z80 op-codes, memory organisation, DMA timings and lots of other details covering the Nintendo Gameboy and Nintendo Gameboy Colour are spread out across hundreds of e-mail messages, three books and many good, but usually… Thirsting to read the rest of “Nintendo Gameboy Cribsheet?” Click this link!
A failed attempt to get an underground development book published. I managed to sell this idea with a quick ten word pitch in an elevator. It then took me 5 months to write it and the publisher another 5 months to get around to telling me that it wasn’t going to be published. At least… Click this link to continue reading the remainder of this post
This document describes how to HotSync your Sony CLIE NX60/NX70V Palm Pilot via 802.11b WiFi to your main computer. The Sony CLIE documentation is very lacking in this respect and it was only by speaking with Sony Tech Support and asking pertinent questions that I was able to figure out the final missing piece of… Looking to get the remainder of “SONY Clie WiFi Hotsync HOW TO?” Click the link!
Looking for all the relevant information on programming the Nintendo Gameboy Advance? Then it’s here. I’ve collected and collated all of the publicly available information that various people have reverse engineered into a single handy resource designed for printing out and keeping next to your keyboard. The Nintendo Gameboy Advance Cribsheet was put together to… Continue reading the rest of “Nintendo Gameboy Advance Cribsheet.”
This is a brief update to a previous article I posted about porting M.A.M.E. to the Microsoft XBOX. I have managed to remove just about all of the bugs in the rendering code. It’s even a little faster than it was before. I’ve fixed all the blown out colour & gamma problems and the sizing… Click to read the remainder of “M.A.M.E. Emulator for Microsoft XBOX Update.”
Shortly after my time at Activision one of the things I tinkered with, inspired by working on the Pitfall franchise, were several tools to create, edit and manage levels for Pitfall 2 which I was hoping would be Pitfall II on the Nintendo Gameboy Colour. Pitfall II for GBC never happened (actually it did happen… Need to read the rest of “Pitfall II+?” Click the link!
Trying to figure out how to make several Nintendo Gameboys communicate with each other in your game? Use this handy piece of commercial grade source code written in assembly to handle it all for you. This is a fully functioning example of two Gameboys communicating with each other over the serial cable. The source code… Needing to get the remainder of “Nintendo Game Colour Link-Up Example?” Click this!
This is a Gameboy emulator that I threw together over the period of about seven days. It’s been sitting around on my computer for a few weeks and I thought I should finally release it. Let’s optimistically refer to it as an “alpha” release. It’s not particularly robust or speedy right now. There’s still a… Continue reading the rest of “Otaku No Yen.”
This was another attempt to get a programming book published. I originally pitched this idea by cold calling the chief submissions editor at a major publisher directly and had “Yes” in less than 4 minutes and a preliminary contract in my e-mail inbox inside of 20 minutes.After giving the contract due consideration I didn’t feel… Continue reading the rest of this article