#MegaWang2000TurboEdition board stack has grown. 3 chars/tiles, mode7, 2 super scaled sprites, audio, and APU (copper). The new backplane provides much more reliable power and signal quality. Currently at 88 watts. :)
This video shows the new Character layers working with #MegaWang2000TurboEdition and #Commodore64. Three layer parallax with optional dithering. Using easier to find surface mount components instead of the old through hole design.
https://youtu.be/yieNq5IupHI
MegaWang 2000 Turbo Edition - 49 - Character layer tests

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This video shows the Audio2 layer working with the #Commodore64 and additional #MegaWang2000TurboEdition hardware. This has 2MB memory per channel with stereo output up to 78KHz 8-bit sample rate with volume control.
https://youtu.be/16IcTzvIYJE
MegaWang 2000 Turbo Edition - 48 - Audio2 tests

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This video shows "After Burner" for #Commodore64 and my additional #MegaWang2000TurboEdition hardware. This is a complete playthrough including mission complete, high score entry, and the attract sequence at the end. #OpenSource
https://youtu.be/vGDLybLMFO8
MegaWang 2000 Turbo Edition - 46 - After Burner complete game

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Spot the two super scaled sprites boards (different revisions) in this #MegaWang2000TurboEdition stack...
#MegaWang2000TurboEdition with all video and audio boards plugged in is now at 80 watts. I think it's about time to split the power delivery to the backplane.
A quick "After Burner" palette fade and raster interrupt test for my #Commodore64 #MegaWang2000TurboEdition hardware.
https://youtu.be/nWQjSncJ57M
MegaWang 2000 Turbo Edition - 45 - After Burner game updates

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This video shows the "After Burner" demo for #Commodore64 and my #MegaWang2000TurboEdition hardware. The game is pretty much complete now and is included in SDK V1.0.0.9. This is part of my expansion video and audio hardware using 74LS TTL electronics.
https://youtu.be/iQVu70-Ao1g
MegaWang 2000 Turbo Edition - 44 - SDK 1.0.0.9 with After Burner game

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The After Burner arcade attract mode would pause the demo game play and effortlessly scroll the high score table up the screen using some of its 17 tile screens! For my #MegaWang2000TurboEdition hardware it's using one tile screen and raster splits.
Added the mission complete pictures and also the animated hand in the attract mode. The original arcade has 17 tile screens for these extra graphics, this current #MegaWang2000TurboEdition setup only has two tiles layers. So the hand is using sprites.