When I was a 16-bit game graphics creator, I got accustomed to thinking in multiples of 16, for sprite dimensions, game scenery patterns, image resolutions, RGB color values and more.
That became a lasting habit. Even now, long after using multiples of 16 was necessary, I'm still entering 16, 32, 48, 64, et cetera, when numerical input is required. Does anyone happen to recognize this? 🙂
New Book about the 16bit Area and the Battle between Atari & Commodore. As a Surprise a nice Article from a good friend of mine is in it (Noname - Haujobb) #16bit#retrogaming#commodore#amiga#atari
Año 2055 y la humanidad convertida en mutantes. Un doctor encuentra la cura y nos desmutantiza a unos cuantos pero 4 de ellos son raptados y nuestra misión es liberarlos. Ex-mutants! Juego de acción muy entretenido para la #16bit de #Sega!!
Heya, my album "The Bit Merge" from last year, which happened to have a lot of #Chiptune tracks compared to my other releases, is now available on #Mirlo, #Jamcoop, #Artcore, #Kofi and #Patreon !
A latency-hating emulator of 8- and 16-bit platforms: the Acorn Electron, Amstrad CPC, Apple II/II+/IIe and early Macintosh, Atari 2600 and ST, ColecoVision, Enterprise 64/128, Commodore Vic-20 and Amiga, MSX 1/2, Oric 1/Atmos, early PC compatibles, Sega Master System, Sinclair ZX80/81 and ZX Spectrum....
CLK (github.com)
A latency-hating emulator of 8- and 16-bit platforms: the Acorn Electron, Amstrad CPC, Apple II/II+/IIe and early Macintosh, Atari 2600 and ST, ColecoVision, Enterprise 64/128, Commodore Vic-20 and Amiga, MSX 1/2, Oric 1/Atmos, early PC compatibles, Sega Master System, Sinclair ZX80/81 and ZX Spectrum....