Day 11 – Creating a MO5 template to stop fighting the build

Creating a MO5 template to stop fighting the build Lately, I had way too many topics open at the same time. Way too many 😅 In no particular order, there were: continuing my experiments to better understand how graphics mode works on the MO5 completing the documentation of my RAG server modifying that RAG server to simplify keyword management, then redeploying it with the new documentation hosting my MCP server building a small graphics-mode game on the MO5 And in the middle of all that, a very down-to-earth problem kept coming back: ...

January 9, 2026

Day 12 – Sprite tooling, template upgrades & VPS automation

On this new day of MO5 coding, I did quite a lot of things, and especially a lot of experiments around graphics mode. Generating sprites from images I tackled a fairly classic problem: drawing sprites in C for the MO5 is… how can I put it… not the most fun thing 😅 At first, I went for a very “handcrafted” approach: drawing in text mode via Notepad, with a space for the background color, an X to draw the shape color, then using a PowerShell script to transform the text into a bit array. ...

February 15, 2026

Day 13: My First Video and SDK Improvements

That’s it, I’ve started making tutorial-style videos 😉 I recently discovered GitHub Codespaces, and wow… instant crush. GitHub Codespaces, the trigger Being able to have a complete Linux environment in the cloud, accessible from a simple browser, is just amazing. No complicated local installation, no exotic dependencies breaking everything, no more “it works on my machine”, everything is ready in seconds. This opportunity made me want to create a tutorial explaining how to use my template to develop in C for the MO5. ...

February 27, 2026

Day 14: Sprite rendering optimizations

This weekend, I intended to tinker with a small Space Invaders style game. I had already developed a basic function to display sprites, but this time I needed something cleaner, faster, more optimized. In theory, the idea was simple. I wanted a rendering function capable of handling transparency, meaning it would not touch the background color, and a clean function that would only need to write 0 into the shape bank to erase the sprite, without ever modifying the color bank. ...

January 16, 2026