Andrew Owen | Writer | Designer
The personal website of the writer Andrew Owen
#blog #hugo #infima #webdev
It's been four years since I last set up my website (andrewowen.net). I built it from a Hugo template. Upgrading from Bootstrap 4 to 5 would require a rework. So I switched to Infima (also used on docstsatic.com). It's now more accessible, faster and better on mobile.
02.03.2026 22:42
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LinkedIn
This link will take you to a page thatβs not on LinkedIn
Owing to events beyond my control, the last two Byte High No Limit blogs of the year are just now going live. Hyperland revisted (lnkd.in/ddipia9Z) and 2025 in review (lnkd.in/d2zNZBX6) are up now.
30.12.2025 01:21
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#Apple #LiquidGlass #iPadOS #WorldSightDay2025
This month on the Byte High No Limit blog, Liquid Glass and iPadOS 26.
And a reminder that it's not too late to sponsor my abseil for World Sight Day 2025:
sightsaversie.enthuse.com/pf/andrew-owen
andrewowen.net/blog/ipados-...
25.09.2025 07:17
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Creating an information architecture with Chat-GPT 5
When it comes to creating information architectures, the changes from GPT-4 to GPT-5 are night and day.
#GPT-5 #Copilot #InformationArchitecture #ArtificialIntelligence
And in a two-for-one, I also forgot to promote August's blog on how I used GPT-5 to create an information architecture in under a week.
Also you can still sponsor me to raise money for Sightsavers Ireland: lnkd.in/eDj5u4NZ
31.08.2025 11:41
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A tale of two Asphalts
Although they use the same game engine, Asphalt 8 and Asphalt Xtreme are two very different games.
#Games #Entertainment #GameDev #iPad
So I realized I forgot to promote my July blog on the future of fremium and subscription games. Which, is handy because the wrong version got published. But it's fixed now.
Also you can still sponsor me to raise money for Sightsavers Ireland: lnkd.in/eDj5u4NZ
31.08.2025 11:30
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A person abseiling from the roof of Croke Park.
#WorldSightDay2025 #SightsaversIreland #Ocuco #AbseilCrokePark
sightsaversie.enthuse.com/pf/andrew-owen
On Thursday October 9, I'll be abseiling 150 feet (45.72 meters) from the roof of Croke Park to raise funds for Sightsavers Ireland supporting World Sight Day.
20.08.2025 07:48
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Profile: Chris Horrie
Investigative journalist, author and academic.
#Profile
This month on the Byte High, No Limit blog, a profile of investigative journalist Chris Horrie from the archives.
andrewowen.net/blog/profile...
26.06.2025 14:53
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Creating an API style guide
Writing for a developer audience.
#GraphQL #REST #API #Writing
Last month on the Byte High, No Limit blog: Creating an API docs style guide.
andrewowen.net/blog/creatin...
02.04.2025 07:40
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Fixed a bug in the world map fetch code by reverting to newer code. It's slower, but it works.
17.03.2025 17:35
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Hybrid document management systems revisited
An alternative to component content management systems.
#Writing #Archbee #Docusaurus #TinaCMS
This week on the Byte High No Limit blog, Hybrid document management systems revisited. How to keep your writers and developer-contributors happy.
andrewowen.net/blog/hybrid-...
27.02.2025 09:54
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I think I've got all the tests figured out now. This should provide full coverage for all the game logic and features.
18.02.2025 10:12
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Yes, the color resolution is impossible for a ZX Spectrum. Originally, I was porting U4 to T/S2068 derivative (which had 8Γ1 attributes). In 2011 JoeFish showed it could be done in software across 16 columns with BuzzSaw+. I went two better and did it across 18. But, ZXodus I was just a tile engine.
11.02.2025 20:07
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Line of sight occlusion is done. I'm grateful for this info (buff.ly/4hvJgfI). But ended up with a 137 byte lookup table in fast RAM, ray casting from the center out. I used bit twiddling to swap buffers and mark the end of rays. It's a reasonable compromise between appearance, size and speed.
10.02.2025 23:30
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As much as I want to put off doing combat, my QA has asked me to prioritize it. So I've created this strange looking combat map that has all the possible terrain types that you might encounter. You'll get a default party of cleric, fighter, mage and thief to test the various combat styles.
08.02.2025 11:19
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Done:
World map test (overhead or zoomed).
Town map test (17 towns).
Encounter map test (17 maps).
Font test (256 characters).
Tile test (512 tiles) with animations.
Audio test (11 tunes & 28 sfx).
Create game package (tape).
Watch the moon phases from the game menu.
To do:
Zoomed town maps
05.02.2025 13:44
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Reading a 32Γ32 chunk of the world map into the buffer is done. It's possible to view the whole world now, but it's quite slow because it's refreshing the entire buffer every time you move (1024 bytes). Next up is to scroll the buffer and fetch only the missing 32 bytes, which will be 32Γ faster.
04.02.2025 23:31
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Yes, but itβs made out of tiles, so that explains the typo.
03.02.2025 16:03
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No bad data in the encounter maps. To save memory, the tile screen is also technically an encounter.
03.02.2025 15:38
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The mini-map uses pure color and 8x4 attributes. This means if one of a pair of even/odd tiles is bright, they both will be. But the maps look better that way than if I reduced them to 8 colors. Also, the test-driven development is really paying off as two of the compressed town maps were corrupted.
02.02.2025 19:24
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In a large project, it helps to have well documented code. I'm using ASM Doc, a Perl script by Bogdan Drozdowski inspired by Java Doc. I only had to change one line of code to get it to work with modern Perl. All the visuals changes are done purely with CSS.
01.02.2025 20:53
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It's now possible to view all 512 tiles in the devkit. Half are used in the 2D view and the other half in the 3D view. The next task is to add the animation code. Sprite animation is done by swapping, or cycling through tiles. This will be confined to animations that modify the tile definitions.
31.01.2025 04:14
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The software driven screen mode is added with the timing fixed for the +2B model. The raster chasing code is about 6K in length. I should fix the code so the display mode works in the monitor as well as in runtime. But I'm tempted to do the title animation first.
30.01.2025 10:53
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I realize I should really post a video of this. But, I got the music working in the devkit. But to do that, I had to get the interrupt manager working (there aren't enough t-states in a frame to do everything every frame). The biggest hassle was keeping track of which ROM is paged in. Next up: S.E.
27.01.2025 23:19
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The devkit can now build the game package. That's all the I/O done. Time to start building tests for the assets.
26.01.2025 20:57
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