DisplacedGamers

The Input Lag and Attack Animation Delay of TMNT (NES) – Behind the Code

RetroRGB gets down to business when it comes to measuring lag. That new wireless controller or fancy display might seem cool on paper, but what about performance? Modern devices and emulation of retro games can add to lag, but lag begins with the game code itself. Let’s hop into the execution time for standing attack […]

DisplacedGamers

The Bad Jump Design and 30 FPS Gravity of TMNT (NES) – Behind the Code

It is the summer of TMNT, and here is another Behind the Code video for the first entry on the NES. This video focuses on the application of gravity with respect to frame rate for jumping in the game and also breaks down the frame timing for making the three types of jumps – short, […]

DisplacedGamers

Displaced Gamers: NES Scrolling Basics

Hello, RetroRGB! Chris from Displaced Gamers here. I’ve released a new video that focuses on the basics of NES scrolling and uses Super Mario Bros. as an example. While doing research for this project, I found many new NES developers struggled a little bit when it came to understanding Nametables and Mirroring. This video makes […]

Vanessa (Vanessaira)

AMOS 2 Programming Language for Amiga, Atari ST, and More

Programmer and creator Francois Lionet has been working on a new version of the AMOS/STOS programming language called AMOS 2.  The AMOS and STOS are forms of BASIC (Beginner’s All-purpose Symbolic Instruction Code) which is a programming language made simple for beginners to pick up and start their programming careers.  This new version AMOS 2 is a […]