mathew carr

A multidisciplinary software programmer and hardware designer, commonly found making awful puns, saying hello to cats, making costumes, and playing music from Amiga computer games on pianos up and down the country.

Interests include: old computer games, gadgetry, the smell of circuit boards, animatronics, costumes and cats.

Un-interests include: web development.

Game Raccoon Prototype Game Development Cartridge For Sega Mega Drive Genesis

I developed a new game development cartridge for the Sega Mega Drive that loads images from an SD card.

Schematics and software downloads are available.

Also comes with a hefty development blog covering the entire process!

* Some notes on compiling games for MS-DOS using Allegro 4.2.3. Contains a pre-compiled, ready-to-go Allegro environment for MS-DOS, DOSBOX or FreeDOS, with a bugfix for SoundBlaster cards not currently found in the Allegro trunk at time of writing.

* Some cool utilities for MS-DOS and DOSBOX which have been passed down through the generations: D.COM and Glance.

PSCD32 Peripheral Signal Conversion Device 32

Use Playstation 1/2 controllers on your Commodore Amiga CD32 with this easy-to-assemble microcontroller-based device!

Also comes with a hefty development blog!

Ocelot Arcade System

I invented a vector graphics home arcade console using a microcontroller and an oscilloscope!
Enter the world of the OCELOT ARCADE SYSTEM.


Costumes and masks and all things wonderful and mystical on my costuming site!

matt's toys

I make cuddly toys too!

MSc. Dissertation, University of Liverpool, 2010

Performing the Code Generation Phase of a Software Compiler
Through Linear Genetic Programming

This dissertation considers the process of code generation in a compiler
as a computer program induction and optimisation problem.

The evolutionary computation method Linear Genetic Programming (LGP) is adapted
for this task by use of a novel fitness function based upon methods a human
programmer may consider to be good practice.

BSc. (Hons.) Dissertation, Liverpool John Moores University, 2009

A Study of Procedurally Generated Reproducible Environments

Comprehensive literature review of origin of computer graphics and visualisation focusing on
terrain rendering, and an exploration of procedural 'island' terrain mesh generation,
with a software implementation in C++.

MJS Yabasic

Complete reimplementation of absurd PlayStation 2-exclusive programming language in JavaScript.

Gravity Beam: Master Gaiden

Small slice of console homebrew, winner of the SMSPOWER 2013 Coding Competition!.

Gravity Beam

Guide your spaceship through treacherous tunnels and save the day in this Amiga 500 game!

C64 Twinz

Defeat your evil twin in this inexplicable C64 game.

Vinnie Vole's Existential Nightmare ZX Spectrum

Overwhelming dread awaits you in this unusual game, ostensibly found on a lost tape...

Lemmings Project

Complete clean-room reimplementation of the Lemmings engine and levels for Nintendo DS!

Magenta Kong

A nasty brute throws barrels down a series of inclined slopes in this Flash fan-game.

Blast Arena Advance

One of the very first homebrew Game Boy Advance games, once available on cartridge for a limited time!