16:16
Asm Adventures: Setting up and... time travel debugging?
Coco Town
7:58
Debugging your CoCo assembly with the original source
7:42
How I modified Donkey King to give me 255 lives | Part 1
34:27
How I modified Donkey King to give me 255 lives | Part 2
15:36
Floating Point #1: Writing code to explore and explain | Asm Adventures
15:22
Floating Point #2: BEYOND the point. Plus, string descriptors! | Asm Adventures
18:09
Peering inside BASIC's storage | Asm Adventures
18:35
String conversion & printing | Asm Adventures
6:13
Surprising difference between printing and direct screen POKEs | Asm Adventures
15:53
Another display surprise | Asm Adventures
29:50
Random numbers for your assembly code | Asm Adventures
19:39
Fast garbage, structs in your assembly code, and debugger-modified execution | Asm Adventures
24:31
A garbage tour of the VDG display modes | Asm Adventures
10:17
Alphanumeric vs. Semigraphics 4 | VDG Adventures
12:00
I just wanted to show how I fixed this bug but... | Asm Adventures
14:01
Touring the display modes on later CoCo 2's | Asm Adventures
7:16
Original CoCo 2 Display vs. Later CoCo 2 Display | VDG Adventures
13:17
Generic keyboard handler, cycle counting, and weighing tradeoffs | Asm Adventures
17:51
RAM Vectors and that "sticky POKE" | Asm Adventures
13:34
Insertion Sort assembly language bug | Asm Adventures
20:10
Three visual sorts, ROM's timer, and interrupts | Asm Adventures
26:25
Learning to read disk files with assembly | Asm Adventures
17:28
Quick Sort in assembly: Tour of the code and watching recursion in debugger | Asm Adventures
5:26
Peering inside DISK BASIC's storage, or... nerd heaven? | Asm Adventures
1:57
How and why would a CMPX "skip two bytes"? | Unravelled Gems
5:58
What did I get wrong in my last video on Disk IO?
7:11
Assembly code that sorts itself?!
24:22
All about VSYNC & 6809 interrupts | Asm Adventures
18:10
Impossibly Colorful: The code behind my CoCo colors demo and Dragonfire | Asm Adventures
16:27
My favorite bug so far | Asm Adventures
23:36
CoCo 2: The 64K problem (and how to deal) | Asm Adventures
13:06
Digital audio basics & the CoCo | Asm Sound 1
24:08
Feeding the DAC bit by bit | Asm Sound 2
38:59
Precision "Tune"-ing | Asm Sound 3
26:42
Improving sound quality and a very weird bug | Asm Sound 4
25:05
How many voices can we add? | Asm Sound 5
21:07
Multitasking BASIC and music? (Plus lots of bugs.) | Asm Sound 6
45:06
Multi-instrument, extra bits, high-speed POKE, and more! | Asm Sound 7
26:31
5 shocking joystick secrets! | Asm Adventures
24:58
Deep dive into keyboard access (and joystick buttons?!) from CoCo assembly | Asm Adventures
15:33
Building (and learning from) an interactive binary tool | Asm Adventures
8:02
3 Quick 6809 Optimizations
18:16
Binary coded decimal: Intro & speed test | Asm Adventures
40:25
8 surprising 6809 assembly optimizations (and 3 unsurprising ones)
19:32
How did they do virtual memory in the 80s?
21:19
Reverse engineer 8-bit games with this free tool | Ghidra intro
28:39
More 8-bit reverse engineering: Ghidra emulation, ROMs, and mocking hardware | Ghidra intro part 2
20:23
MAME Debugger with original source code
27:48
MAME debugging with source code, except the source code keeps CHANGING
23:23
A retro random number generator written by a modern AI?!
16:48
How 1980s BASIC made random numbers
10:42
"There is no bug. My code is beautiful."
8:57
AI kept doing THIS while refining random number generator
10:35
Can you figure out why RND gives skewed results?
16:57
6 ways to random in 1980s assembly: illustrated & demystified