Exploring Lesson Photon6 Amstrad Cpc Asm Pset And Point For Pixel Plotting

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  • Lets look at the Commodore 64 Platform specific code, We'll need Joystick routines (we'll use the ones from Yquest) and more ...
  • Lets look at the x68000 Platform specific code, We'll need Joystick routines (we'll use the ones from Yquest) and more importantly, ...
  • Lets look at the Sam Coupe!... it's 256x192 16 color mode will make a great port of Photon!... we'll need a routine to
  • It's time to port Photon to the Speccy!... the 256x192 screen is a nice size for the graphics, but the 'color attribute' 8x8 blocks will ...
  • This time we'll port PHOTON to the NES. This will pose a couple of problems, the NES only uses 256 tile patterns in its map, and ...

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Lets look at the Lets look at the Genesis, we'll need to simulate We've drawn many times on the screen in past tutorials, but we've always written data in bytes. Lets learn a way we can Lets look at the Atari Lynx... it's 16 color screen gives good color, but it's small size means scaling thigns... we'll write

Lets look at the Amiga Platform specific code, We'll need Joystick routines (we'll use the ones from Yquest) and more importantly, ...

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