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Coco Town
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How early computers TRICKED TVs into making color (out of no...
Coco Town
Poking holes in a rotating shield | Game Revolutions...
Coco Town
Animating multiple layers of shield | Game Revolutions...
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Designing a big boss for my big game! | Game Revolutions...
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Teaching video game aliens to fight back | Game revolutions ...
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6 ways to random in 1980s assembly: illustrated & demyst...
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Can you figure out why RND gives skewed results?...
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AI kept doing THIS while refining random number generator...
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"There is no bug. My code is beautiful."...
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How 1980s BASIC made random numbers...
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A retro random number generator written by a modern AI?!...
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MAME debugging with source code, except the source code keep...
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MAME Debugger with original source code...
Coco Town
More 8-bit reverse engineering: Ghidra emulation, ROMs, and ...
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Reverse engineer 8-bit games with this free tool | Ghidra in...
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Double-buffering gone wild, or why the moon's atmosphere...
Coco Town
6 tricks for pleasant hit detection | Game revolutions cycle...
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Encoding 80s-style video game attack formations | Game revol...
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Let's make 1982-style NPCs | Game revolutions cycle 23...
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Scripting MAME to understand NitrOS-9...
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Peering under the hood at NitrOS-9's module memory manag...
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How did they do virtual memory in the 80s?...
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Let's write Hello World in 6809 assembly for the NitrOS-...
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Ignoramus completes his first look at NitrOS-9 EOU on MAME |...
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Ignoramus tries NitrOS-9 EOU on MAME for the first time | Pa...
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Haven't posted in a while. Here's why....
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8 surprising 6809 assembly optimizations (and 3 unsurprising...
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Let's score some points! | Game revolutions cycle 22...
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Anatomy of a bug fix: MAME Debugger GUI...
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Binary coded decimal: Intro & speed test | Asm Adventure...
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Using VS Code to browse and debug MAME...
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The crashing conclusion | Game revolutions cycle 21-2...
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Crashing the car, crashing my CoCo (Part 1) | Game revolutio...
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That "other" MAME debugger | #SepTandy...
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My earliest attempts at writing arcade games | 8-bit Childho...
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A financial accounting package for 1980s middle-schoolers | ...
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Building a performance meter for MAME | #SepTandy...
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Automate the MAME CoCo Debugger | #SepTandy...
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Hit detection and animated booms | Game revolutions cycle 20...
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Let's add some rocks! | Game revolutions cycle 19...
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Projectiles as objects | Game revolutions cycle 18...
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3 Quick 6809 Optimizations...
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Fast gravel scrolling part 2 | Game revolutions cycle 17...
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Semigraphics 24 from BASIC: Let's try it!...
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Let's squish those tires! | Game revolutions cycle 16...
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Adding physics to our video game | Game revolutions cycle 15...
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Building (and learning from) an interactive binary tool | As...
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The math behind Two's Complement...
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