Bullet: 4k / 64k intros (size-coding) Bullet: Trackmo / demo (multi-part) Bullet: Music disk Bullet: Graphics collection
Bullet: Choose a target and constraints (speed, memory, chipset) Bullet: Build a minimal framework (sync, input, timing, loader) Bullet: Iterate effects + transitions Bullet: Profile early, optimise late, then profile again
Bullet: Amiga: copper/blitter, C2P, AGA bandwidth, timing on real hardware Bullet: C64: cycle-exact raster timing, stable IRQ, sprite multiplexing Bullet: Atari ST: sync tricks, low-level video, DMA sound constraints Bullet: PC: DOS timing, VBL sync, fixed-point, software rendering, or modern GPU