#Commodore64 Ask Me Anything 2025. It's near the end of 2025 and having hit the 8192 subscribers milestone (8kilobytes ... kilosubs...) it's time for an Ask Me Anything. Who am I? Why am I? What am I? Who knows... :)
youtu.be/-HwRnLWvFUU
@martinpiper.bsky.social
Commodore 64, Electronics, Software, Pizza https://www.youtube.com/@MartinPiper6502 https://itch.io/profile/martin-piper
#Commodore64 Ask Me Anything 2025. It's near the end of 2025 and having hit the 8192 subscribers milestone (8kilobytes ... kilosubs...) it's time for an Ask Me Anything. Who am I? Why am I? What am I? Who knows... :)
youtu.be/-HwRnLWvFUU
Trying to get up, ow my brain. Trying to think of code, ow my brain. Trying to use the keyboard, ow my brain.
03.12.2025 01:24 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Woo www.youtube.com/@MartinPiper...
02.12.2025 14:58 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Slowly starting to catch up. Recently @martinpiper.bsky.social has kindly linked up the unreleased #Commodore64 intro to Cyberdyne Warrior to the game, along with loading screen with a disk and tape version for you to check out. See page for Martin's video!
www.gamesthatwerent.com/gtw64/cyberd...
Home is about 6,700 miles from Brighton.
30.11.2025 22:37 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I was :)
30.11.2025 21:16 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I was wondering. Is there a #Commodore #Amiga emulator that includes a nice visual memory access debug view along with chipset debug views that allows sprites and bit planes to be viewed separately while something is running? I couldn't find one.
30.11.2025 18:24 โ ๐ 5 ๐ 1 ๐ฌ 1 ๐ 0No C64 video this weekend. Travelling in the cold.
30.11.2025 17:53 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0youtube.com/shorts/q-He2...
28.11.2025 20:10 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Nobody found the cheat code I added to PSX Alien Resurrection that caused the game to become a boot disc for other copied games.
25.11.2025 04:43 โ ๐ 7 ๐ 1 ๐ฌ 0 ๐ 0Understandable. :)
24.11.2025 14:37 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Isn't that normal for nacho cheese? :)
24.11.2025 12:59 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0I'm in an airport lounge waiting for my next flight.
24.11.2025 07:20 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0My brain hurts. It is too early in the morning to translate from French to Mandarin.
24.11.2025 06:27 โ ๐ 2 ๐ 0 ๐ฌ 3 ๐ 0The state of manufacturing in Singapore. I contacted five plastic injection molding companies with a request for quote to manufacture using an existing design. Not one of them replied back. Sigh.
23.11.2025 07:49 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I look at #Commodore64 "Retrograde", published in 1989 by Thalamus, developed by John and Steve Rowlands. Raster split extra colours, for screen and sprites, parallax scrolling, and dynamic characters.
youtu.be/PRCNXI5KyuM
Q. How many connectors do you want on your #MegaWang backplane?
A. Yes
I have a sprite board design that uses 2114 SRAM organised as 1024x4bit. They don't seem to be found as new reliable stock these days so I had to change it to 8KB chips instead. It seems like a waste but it's the smallest parallel memory.
21.11.2025 00:17 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Noice
19.11.2025 11:05 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Governments should be more humanist and realise the human condition is obviously more rich and complex than the strict binary they adhere to.
17.11.2025 01:47 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I look at Commodore 64 "Cyberdyne Warrior" unreleased intro and some loading screens. These were not used in the final game but were mentioned on the excellent Games That Weren't site. @gamesthatwerent.com I then link all of these assets into a disk image and source code.
youtu.be/4DUa1QbBCcc
I look at #Commodore64 "Cyberdyne Warrior", released in 1989, created by the Rowlands brothers. Many colours, wipes and fades, distinctive sound style, multiplexed sprites with expansion, and sprite background priority effects.
youtu.be/bMcvsEdY2xk
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.
youtu.be/yieNq5IupHI
I have this game in my TODO list :) (soon)
14.11.2025 13:48 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0I've just realised I could change the 8KB THO RAMs to 1MB SMT RAMs, giving a smaller board, and the option of up to 128 different charsets and screens.
10.11.2025 09:31 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0The same functionality, a scrolling character screen layer. But one using through hole, the other using surface mount.
10.11.2025 08:55 โ ๐ 4 ๐ 1 ๐ฌ 1 ๐ 0I look at #Commodore64 "The Sentinel", published in 1986 by Firebird, created by Geoffrey Crammond (of course). The game uses an interesting "not bitmap" mode to render, with multiple charset based scrolling, and what looks like a lot of maths and ray casting.
youtu.be/iZ1sNaTLD5Q
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.
youtu.be/16IcTzvIYJE
I wish I still had mine.
04.11.2025 14:38 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Really hard now with my old reflexes.
04.11.2025 06:24 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0