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Loading Screens We’ll Never See Again
There was a time when loading a game wasn’t instant. You didn’t just click and play, you waited. And in that waiting time, you were often greeted with artwork, tips, and animation that became part of the experience itself. From spinning disks to tape counters and pixel art stills, loading screens once defined the rhythm of gaming. Today, with SSDs and instant streaming, those moments have largely disappeared, but the memories remain vivid for those who lived through them.

Floppy Disks, Fast RAM, and Other Beautiful Constraints
Modern computers give developers almost unlimited power, but some of the most creative coding came from an era of strict limits. From floppy disks and tiny memory footprints to clever optimisation tricks, constraints forced programmers to understand their machines deeply. This article explores why those limitations created some of the most elegant software and why the lessons still matter today.

BASIC vs Assembly on the Amstrad: When to Switch
Every Amstrad CPC programmer starts with BASIC, but sooner or later performance becomes a limitation. Whether you're writing games, demos or utilities, knowing when to move to Assembly can make a huge difference. In this article we'll explore the strengths of both languages, when BASIC is enough, and when Assembly is worth learning.

Copper Lists Explained (Without the Headache)
If you've spent any time reading about Amiga graphics, you've almost certainly come across the term Copper List. It can sound intimidating at first, but the concept is surprisingly straightforward. In this article, we'll break down what the Copper is, what a Copper List does, and why it became one of the Amiga's most powerful graphics features.

Amstrad CPC Mode 0 Graphics: Pushing the Limits
The Amstrad CPC's Mode 0 graphics mode was often regarded as both its greatest strength and biggest limitation. Offering a vibrant palette but a relatively low resolution, developers were forced to become inventive to create visually impressive games and demos. Despite the hardware restrictions, talented programmers continually found new techniques to squeeze every last drop of performance and graphical quality from the machine.

Writing 68000 Assembly on the Amiga Without Losing Your Mind
The Motorola 68000 processor sits at the heart of the classic Amiga experience, powering everything from games and demos to productivity software. While writing assembly language can seem intimidating at first, understanding a few core concepts makes it far more approachable. This article explores practical techniques, tools and habits that can help you write 68000 assembly on the Amiga efficiently without becoming overwhelmed.

Backing Up SQL Server the Right Way
Backups are one of the most important aspects of managing a SQL Server database, yet they are often overlooked until something goes wrong. Whether you are protecting a business-critical system or a personal project, having a reliable backup strategy can mean the difference between a minor inconvenience and a complete disaster. In this article, I will cover the key principles of backing up SQL Server correctly and avoiding some common mistakes.

Handling Soft Deletes in EF Core
When working with business applications, permanently deleting data is often undesirable. Records may need to be restored, audited or retained for compliance purposes. Soft deletes provide a simple solution by marking records as deleted rather than removing them from the database. In this article, we'll explore how to implement soft deletes in Entity Framework Core using query filters and save interception techniques.

