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GFA Basic part 34: Pre-shifting for full-screen movement

GFA Basic part 34: Pre-shifting for full-screen movement

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GFA Basic part 36a: The theory behind pre-shifted sprites

GFA Basic part 36a: The theory behind pre-shifted sprites

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GFA Basic part 35b: Using BITBLT for our sprite animation

GFA Basic part 35b: Using BITBLT for our sprite animation

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GFA Basic part 36b: Using pre-shifted sprites in our sprite routine

GFA Basic part 36b: Using pre-shifted sprites in our sprite routine

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GFA Basic part 35c: Screen transitions and BITBLT performance

GFA Basic part 35c: Screen transitions and BITBLT performance

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GFA Basic part 35a: Getting to know BITBLT

GFA Basic part 35a: Getting to know BITBLT

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Gfa Basic / Loading Images with 512 colors or more (Atari STe).

Gfa Basic / Loading Images with 512 colors or more (Atari STe).

Original routine written by T.A.King. From the Sprite Works

GFA Basic part 33: Clipping our graphics with RC_INTERSECT

GFA Basic part 33: Clipping our graphics with RC_INTERSECT

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Robokit - Controlling from GFA Basic

Robokit - Controlling from GFA Basic

A quick program written in

GFA-Basic + Assembler (linking)

GFA-Basic + Assembler (linking)

This video demonstrates how to replace a

GFABASIC Programming

GFABASIC Programming

How to build standard 68K and Coldfire binaries with my

Memory Master - Gfa Basic Game work in progress / Atari STE

Memory Master - Gfa Basic Game work in progress / Atari STE

Working on a small Game in

GFA Basic Part 37 - Adding music to your GFA project

GFA Basic Part 37 - Adding music to your GFA project

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