My first game coding was on the Ti89 calculator, in 68k assembler, but I didn't get much further then more techie demos like reasonably efficient sprite drawing (its a bit trickier when your pixels are bits), tile maps, and getting grayscale working with nifty interrupt tricks.
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#ActualOlof Hedman
Posted 28 January 2013 - 09:20 AM
parallaxing 2D side scroller maybe? 
My first game coding was on the Ti89 calculator, in 68k assembler, but I didn't get much further then more techie demos like reasonably efficient sprite drawing (its a bit trickier when your pixels are bits), tile maps, and getting grayscale working with nifty interrupt tricks.
My first game coding was on the Ti89 calculator, in 68k assembler, but I didn't get much further then more techie demos like reasonably efficient sprite drawing (its a bit trickier when your pixels are bits), tile maps, and getting grayscale working with nifty interrupt tricks.
#2Olof Hedman
Posted 28 January 2013 - 07:12 AM
parallaxing 2D side scroller maybe? 
My first game coding was on the Ti89 calculator, in 68k assembler, but I didn't get much further then more techie demos like reasonably efficient sprite drawing, tile maps, and getting grayscale working with nifty interrupt tricks.
My first game coding was on the Ti89 calculator, in 68k assembler, but I didn't get much further then more techie demos like reasonably efficient sprite drawing, tile maps, and getting grayscale working with nifty interrupt tricks.
#1Olof Hedman
Posted 28 January 2013 - 07:11 AM
parallaxing 2D side scroller maybe? ![]()
My first game coding was on the Ti89 calculator, in 68k assembler, but I didn't get much further then more techie demos like reasonable efficient sprite drawing, tile maps, and getting grayscale working with nifty interrupt tricks.