Interview with David Galloway - Retro game dev, Game Boy dev and more!
07 Jan 2020
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This week I had the awesome opportunity to interview David Galloway, a long-time game developer across many platforms. We met because I was wrong about the nature of the Game Boy CPU in this post, and I’m glad I made that mistake, because what an amazing guy to meet! In this extra-length interview, we discuss early 6052 games, Apple II game development, early 1990s game dev, Game Boy dev, speed-code for sprites, texture atlases, radiosity maps, video card drivers, and more!
Links
- This post was wrong about the Game Boy CPU :)
- David is founding Victoria Satellite Studio
- Mattel Electronics Football
- Atari 2600 games: Demon Attack and Star Wars: The Empire Strikes Back
- KIM-1 6502 single-board computer
- The First Book of KIM
- Jim Butterfield
- Ohio Scientific C4P
- RobotWar on the Apple II
- Java-based Robocode
- PLATO was ahead of its time
- Randall Hyde who wrote The Art of Assembly Language also created the Lisa assembler for the Apple II
- Robot Odyssey on the Apple II by Mike Wallace
- Distinctive Software
- Test Drive, renamed to Need for Speed
- Worked on unreleased Need for Speed II
- 3dfx Interactive made video cards like the Voodoo
- Mike Acton on Data Oriented Design
- Bitsquid development blog is fun to follow
- Mike Acton is at Unity now
- Lattice C compiler
- The Universal Map Editor (TUME)
- Total Annihilation
- Radiosity lighting
- Texture atlas for light maps
- Sleeping dogs game
- Small Device C Compiler (SDCC)A
- The Game Boy CPU is not a Z80, nor is it an 8080
- Game Boy dev tool list
- kickc compiler for 6502