Commodore 64 Mon Amour(2): sprite multiplexing. Il caso Catalypse e altre storie.
Continuiamo il viaggio iniziato lo scorso anno nel magico mondo della moderna programmazione del Commodore 64. La scena italiana e romana è molto attiva. Dopo una brevissima introduzione sugli sprite in generale, il mitico Andrea Pompili, autore dello sparattutto Catalypse pubblicato da Genias nel 1992, ci spiegherà la tecnica dello sprite multiplexing, utilizzata per superare il noto limite degli 8 sprite contemporanei a schermo, applicata al suo gioco.
ICT professional with over 15 years experience in software design and development and project management. His insane passion for videogames brought him to be well known throght the italian and international game developer communities. In the last years he has been trying to create a link between italian game developers and investors, organizing dedicated events as barcamps and the local venues for the most important international game jams like Global Game Jam and Indie Speed Run. He is CTO and Game Developer Area manager of Codemotion and advisor at LUISS Enlabs.
Andrea Pompili is an information technology specialist that takes care of security. Quite young, he joined the computer's world with one of the most famous Italian games based on the C64 platform. Once graduated, he started working first in the software development market, and then in computer security, following security threats and solutions on strategic projects. Currently Andrea is a strategy advisor in security, and aims to discover and integrate innovative solutions for this connected world. Starting from 2013 he has joined the OWASP ZAP developement core team.