RomHack Camp 2026

Andrea Pompili

Andrea Pompili is an information technology specialist that takes care of security. He joined the computer's world with one of the most famous Italian games based on the C64 platform. Once graduated, he started working first in the software development market, and then in computer security, following security threats and solutions on strategic projects. Currently Andrea is a strategy advisor in Cyber Security, and aims to discover and integrate innovative solutions for this connected world


Sessions

10-02
19:10
40min
Why I've to waste my (precious) time on cryptography?
Andrea Pompili

Cryptography is a magic ring of darkness and mistiness, but seems that every time a new attack comes in town, while cryptographers get excited, technicians start suffering to re-configure everything trying to survive following signals coming from misterious regulations and crypto public challenges. And in the Quantum era everything is exploding: QKD, PQC, Hybrid Crypto, key exchange latency problems. We'll try to give a little survival guide for this (apparently new) world, which can make us more aware and confident on the future, or at least better prepare for the next fashionable attacks. Maybe..

Cybersecurity and Hacking
STAGE 2 (Ghost in the Shellcode)
10-03
10:40
40min
From Hero to Zero: The FatalNoise neverending story
Andrea Pompili

Dopo aver sfidato i limiti del Commodore 64 con Catalypse, perché non ripetersi su Amiga? Perchè non spingere l'hardware a livelli mai visti, ricreando la magia dei coin-op che ci facevano sognare alla fine degli anni '90? Questa è la storia di Fatalnoise, un picchiaduro ambizioso che non ha mai visto la luce. Un progetto folle, nato e sviluppato tra sfide tecniche insormontabili, problemi con l'università, accese divergenze creative e quella immancabile, totale incoscienza di chi non aveva la minima idea di cosa stesse realmente combinando... fino ad oggi...

Gaming and game development
STAGE 1 (Section 9)
10-03
19:20
40min
The miracle of Plane and Sprite Multiplication
Andrea Pompili

How it was possible to have more that one independent scrolling plane in a C64 videogame? How it was possible to have more than the 8 declared sprites in a 50 frames per second game? We will explore the tricks and the strategies applied by most of the games of the C64 era, including my shoot-em-up game Catalypse. We will discuss about charset maps, double buffering, shifting chars but also about the software interrupts, the synchronized drawing opportunities given by the VIC II graphic chipset and the real-life sorting algorithm choices, everything constrained inside a complete screen raster time

Gaming and game development
STAGE 2 (Ghost in the Shellcode)