October 23, 2016
In this exciting episode we figure out how sprite links can be used to control the order that sprites are drawn as they move around the y-axis. We also take a small detour and look at a way to keep track of memory address constants.
October 8, 2016
After 8 articles we have a sprite that can walk around and bump into things while music is playing. We can even pause the game just in case this is too much action for people to handle. Now let's figure out how we're going to let our sprite interact with their environment.
September 18, 2016
In this round I fixed several nagging problems and implemented (very) basic game state management. Since the breakneck action of this demo is probably too much for most to handle I also added a pause feature to test out game state management.
June 18, 2016
Our sprite was looking awful lonely in his sparsely decorated store. In this article we give him a friend and fix up a few lingering problems with collision detection.
February 26, 2016
After a few iterations I have a sprite that moves around but has no place to go so it's time to try scrolling the map. Along the way I added a little more scenery and created another handy little tool.
January 22, 2016
This is the 19th Electronics Boutique catalog I've scanned and posted, will it be the last? The answer is a good solid 'maybe'.
December 26, 2015
This article explores a technique to test for sprite collision against a map, it also covers how to draw to high & low graphic planes.
November 27, 2015
Let's journey back 25 years to a time when kids dreamed of finding a Sega Genesis, TurboGrafx-16, NES, Game Boy, or even Sega Master System under their trees.