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#MegaWang2000TurboEdition

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#Commodore64 #MegaWang2000TurboEdition hardware "After Burner" demo now includes the "canyon" sequence which reuses some of the landing sequence code. Interestingly the original arcade canyon sequence does not rotate and that's probably due to the huge sprites used.
youtu.be/JylEPvrckCM

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In this video I use the After Burner demo to test the new super scaled sprites functionality for my #MegaWang2000TurboEdition hardware and Commodore 64. This expands upon the old scaled sprites board by using the entire frame buffer time to render and adds sprite width and height options.
youtu.be/kANFIOqRNeE

youtu.be- YouTubeEnjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

In this video I cover plans for a new #MegaWang2000TurboEdition board to provide super scaled sprites functionality for the #Commodore64. This expands upon the existing scaled sprites board by using the entire frame buffer time to render instead of just scanline rendering and expanding sprite width and height options.
youtu.be/ixlFuGs7gCE

youtu.be- YouTubeEnjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.