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    <title>Sprites on [BETA] NCoT Tech</title>
    <link>https://beta.ncot.uk/tags/sprites/</link>
    <description>Recent content in Sprites on [BETA] NCoT Tech</description>
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      <title>Retro Gamedev Is Hard</title>
      <link>https://beta.ncot.uk/videos/retro-gamedev-is-hard/</link>
      <pubDate>Sat, 28 Feb 2026 14:36:56 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/retro-gamedev-is-hard/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I create a tilemap system.

#AgonLight #Sprites #RetroComputing #GameDev</description>
    </item>
    <item>
      <title>The Reason You Quit Coding Projects   and What to Do About It</title>
      <link>https://beta.ncot.uk/videos/the-reason-you-quit-coding-projects---and-what-to-do-about-it/</link>
      <pubDate>Thu, 21 Aug 2025 18:45:17 +0100</pubDate>
      <guid>https://beta.ncot.uk/videos/the-reason-you-quit-coding-projects---and-what-to-do-about-it/</guid>
      <description>In this video, I dive headfirst into coding a tilemap engine for my game — no plan, just pure momentum. Everything seems to go great… until I slam into a brick wall: I have no idea how to actually integrate it into my game.

#Sprites #Graphics #Programming</description>
    </item>
    <item>
      <title>My Game Engine Has a Fatal Flaw - Here&#39;s How I Found It : #Gamedev the Hard Way</title>
      <link>https://beta.ncot.uk/videos/my-game-engine-has-a-fatal-flaw--heres-how-i-found-it-gamedev-the-hard-way/</link>
      <pubDate>Mon, 21 Apr 2025 08:10:43 +0100</pubDate>
      <guid>https://beta.ncot.uk/videos/my-game-engine-has-a-fatal-flaw--heres-how-i-found-it-gamedev-the-hard-way/</guid>
      <description>Welcome to the next edition of Gamedev The Hard Way. This time I’m programming some basic enemy behaviours to test out my game’s entity handling code. Things don’t go to plan however and I discover some quite major problems with the physics and tilemap code.

#Sprites #GameDev #Graphics #Programming</description>
    </item>
    <item>
      <title>Stealing Ideas From Doom</title>
      <link>https://beta.ncot.uk/projects/helios/stealing-ideas-from-doom/</link>
      <pubDate>Sat, 19 Apr 2025 21:10:09 +0100</pubDate>
      <guid>https://beta.ncot.uk/projects/helios/stealing-ideas-from-doom/</guid>
      <description>Part of the fun of making a game from scratch is desinging the systems that run in the background. This time I accidentally try to program a cooperative multitasking operating system. But it’s OK, this is how you do this sort of thing…

#Sprites #Graphics #OperatingSystems</description>
    </item>
    <item>
      <title>Tilemap Game Engine Development - Agon Light C Programming</title>
      <link>https://beta.ncot.uk/videos/tilemap-game-engine-development-agon-light-c-programming/</link>
      <pubDate>Thu, 24 Oct 2024 14:32:42 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/tilemap-game-engine-development-agon-light-c-programming/</guid>
      <description>In this video, I’ll show you how I built a tilemap system from scratch in C for the Agon Light, and integrated it into my existing game engine. Getting the physics engine to handle collisions with the tilemap was no easy task, but I’ll walk you through how I made it work. On top of that, I explore some game design, sketching out ideas for where the game is…

#AgonLight #CProgramming #Sprites #GameDev</description>
    </item>
    <item>
      <title>Stealing the Secrets of the NES - Agon Light Tilemaps in C</title>
      <link>https://beta.ncot.uk/videos/stealing-the-secrets-of-the-nes-agon-light-tilemaps-in-c/</link>
      <pubDate>Mon, 27 May 2024 15:19:47 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/stealing-the-secrets-of-the-nes-agon-light-tilemaps-in-c/</guid>
      <description>Early computers weren’t powerful enough to draw full-screen moving graphics, so they had to use clever tricks. Let’s explore how Nintendo’s techniques for creating tile-based games on the NES can be applied to modern hardware. Using these methods, I built a scrolling tilemap system for the Agon Light using C programming.

#AgonLight #CProgramming #Nintendo #Sprites</description>
    </item>
    <item>
      <title>Who Debugs the Debuggers</title>
      <link>https://beta.ncot.uk/blog-posts/who-debugs-the-debuggers/</link>
      <pubDate>Sun, 04 Sep 2022 21:20:36 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/who-debugs-the-debuggers/</guid>
      <description>What do you do when you’re trying to debug code, but your debugging isn’t working, and you need to debug your debugger?

#Sprites #Graphics #Programming</description>
    </item>
    <item>
      <title>ZX Spectrum Next Hardware Sprites Overview</title>
      <link>https://beta.ncot.uk/videos/zx-spectrum-next-hardware-sprites-overview/</link>
      <pubDate>Thu, 19 Aug 2021 12:37:23 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/zx-spectrum-next-hardware-sprites-overview/</guid>
      <description>An overview of the Spectrum Next’s hardware sprites

#SpectrumNext #ZXSpectrum #Sprites #RetroComputing</description>
    </item>
    <item>
      <title>Microstudio.dev Game Programming</title>
      <link>https://beta.ncot.uk/blog-posts/microstudio-dev-game-programming/</link>
      <pubDate>Sun, 06 Dec 2020 11:14:42 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/microstudio-dev-game-programming/</guid>
      <description>How I wrote a game in a week using just my web browser.

#Sprites #Graphics #Programming</description>
    </item>
    <item>
      <title>How I Became a better Computer Science teacher</title>
      <link>https://beta.ncot.uk/videos/how-i-became-a-better-computer-science-teacher/</link>
      <pubDate>Fri, 18 Sep 2020 17:48:06 +0000</pubDate>
      <guid>https://beta.ncot.uk/videos/how-i-became-a-better-computer-science-teacher/</guid>
      <description>How writing code for a 40 year old computer made me a better computer science teacher.

#Sprites #Graphics #Programming</description>
    </item>
    <item>
      <title>Reading Mice and Joysticks on the Spectrum Next using C</title>
      <link>https://beta.ncot.uk/blog-posts/reading-mice-and-joysticks-on-the-spectrum-next-using-c/</link>
      <pubDate>Sat, 18 Apr 2020 21:22:32 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/reading-mice-and-joysticks-on-the-spectrum-next-using-c/</guid>
      <description>Today’s lesson in curing headaches by banging your head on the wall until they stop involves joysticks and mice. This is a bit technical, so ensure your seat back and tray table are in the upright and locked position. Please keep all arms inside the ride at all times.

#SpectrumNext #CProgramming #Sprites #RetroComputing</description>
    </item>
    <item>
      <title>Hardware Sprites on the ZX Spectrum Next in C</title>
      <link>https://beta.ncot.uk/blog-posts/hardware-sprites-on-the-zx-spectrum-next-in-c/</link>
      <pubDate>Fri, 17 Apr 2020 09:10:29 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/hardware-sprites-on-the-zx-spectrum-next-in-c/</guid>
      <description>Drawing sprites on the Spectrum Next, using C. Or – how to learn the dark art of figuring out things you don’t understand. &lt;!-more–&gt; Learning to program is an endurance game full of random side quests, dead ends and frustration. Rather than learning “how to do X”, which is specific, it’s much more useful learning “how to figure out how to do anything at all”. Go look on…

#SpectrumNext #ZXSpectrum #CProgramming #Sprites</description>
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    <item>
      <title>Gameboy Advance Dev Workflow in 2020</title>
      <link>https://beta.ncot.uk/blog-posts/gameboy-advance-dev-workflow-in-2020/</link>
      <pubDate>Sun, 01 Mar 2020 08:35:57 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/gameboy-advance-dev-workflow-in-2020/</guid>
      <description>How to write GameBoy Advance (GBA) homebrew using modern tools and systems in 2020. Compilers, editors, debugging and more! This isn’t the definitive way of doing things, but it’s a way that seems to work for me. Also you might read this and think it a bit convoluted and full on. I didn’t create it all in one go, it’s a workflow that has evolved over time.

#Nintendo #Windows #Sprites #Linux</description>
    </item>
    <item>
      <title>Odroid Go Graphics Programming</title>
      <link>https://beta.ncot.uk/blog-posts/odroid-go-graphics-programming/</link>
      <pubDate>Mon, 30 Jul 2018 21:16:30 +0000</pubDate>
      <guid>https://beta.ncot.uk/blog-posts/odroid-go-graphics-programming/</guid>
      <description>Making a microcontroller produce graphics is very similar to making an old 8 or 16 bit computer draw images. They both have small screens, not much RAM and not enough CPU power to draw all the screen all the time.

#ESP32 #Sprites #Graphics #Programming</description>
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