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Forum: Coders. Asm / Hardware 28 January 2018, 16:14
Replies: 39
Views: 2,671
Posted By Photon
So now they can do crazy things with a correct...

So now they can do crazy things with a correct blit wait that doesn't waste a scanline per blit.
Forum: Coders. Asm / Hardware 28 January 2018, 15:57
Replies: 23
Views: 1,321
Posted By Photon
Just checked Wikipedia. Haha, so some shmuck got...

Just checked Wikipedia. Haha, so some shmuck got it the wrong way once upon a time. Calling something -endian from it beginning with something is illogical. Calling something with the little towards...
Forum: Coders. Asm / Hardware 28 January 2018, 00:47
Replies: 23
Views: 1,321
Posted By Photon
From a Computer Science standpoint it matters. I...

From a Computer Science standpoint it matters. I should think a Hex Editor lesson would become awkward when transitioning from LE used by everyone and BE used briefly in one clunky 80s office...
Forum: Coders. Asm / Hardware 27 January 2018, 23:39
Replies: 39
Views: 2,671
Posted By Photon
I have to disagree. :) I'm addressing intent, and...

I have to disagree. :) I'm addressing intent, and you're addressing hardware implementation/emulation accuracy. Two sides of the same coin, yet worlds apart. Ends of a spectrum. :)

The chips stay...
Forum: Coders. Asm / Hardware 27 January 2018, 21:22
Replies: 39
Views: 2,671
Posted By Photon
Hm, sorry for muddling matters by replying in the...

Hm, sorry for muddling matters by replying in the Undocumented Hardware Features thread at about the same time. :)

I just took the general meaning of the problems and replies in this thread and...
Forum: Coders. Asm / Hardware 27 January 2018, 18:41
Replies: 39
Views: 2,671
Posted By Photon
There are multiple separate issues here. But I...

There are multiple separate issues here. But I could address some questions about loading the Blitter registers correctly.

1. Blitwait must be before every blit. Only if you need to rely on the...
Forum: Coders. Asm / Hardware 27 January 2018, 17:56
Replies: 232
Views: 96,937
Posted By Photon
Well, there were at least 3 separate issues in...

Well, there were at least 3 separate issues in that thread, and I probably didn't understand the problem because the code for the font writer referenced wasn't there (or I couldn't find it, just had...
Forum: Coders. General 25 January 2018, 18:03
Replies: 28
Views: 5,622
Posted By Photon
Turning off sprite DMA when it or bitplane DMA is...

Turning off sprite DMA when it or bitplane DMA is on is the common reason for rolling sprites. The recommended method is to change sprite DMA only during vertical blank (as in: before the magic...
Forum: Coders. Asm / Hardware 25 January 2018, 17:35
Replies: 23
Views: 1,321
Posted By Photon
LE follows ALU shift direction and magnitudes in...

LE follows ALU shift direction and magnitudes in FP values, as well as address and data bus bit order. It can also be used to quickly discard "remainders"; if you're only interested in the higher...
Forum: Coders. Asm / Hardware 25 January 2018, 17:15
Replies: 5
Views: 484
Posted By Photon
The main problem with sprite multiplexing is that...

The main problem with sprite multiplexing is that if the sprites are reordered in Y, you have to move them around in chip memory... The solution to that is to write sprite pointers into the Copper....
Forum: Coders. Asm / Hardware 25 January 2018, 16:59
Replies: 232
Views: 96,937
Posted By Photon
I guess you've tested with A disabled and...

I guess you've tested with A disabled and previous blit reading a non-zero value from A using A mask=-1. I reply because it hasn't come up for me; the order of operations in HRM seems to have always...
Forum: Retrogaming General Discussion 25 January 2018, 16:49
Replies: 257
Views: 24,801
Posted By Photon
I like this initiative, maybe it could become a...

I like this initiative, maybe it could become a filter on HOL. :) Obviously the SOTBs and the Turricans are candidates, I would forward X-Out and Z-Out also (maybe I mentioned them before).
Forum: Amiga scene 25 January 2018, 16:30
Replies: 34
Views: 7,986
Posted By Photon
You don't need to store normals with the objects,...

You don't need to store normals with the objects, though it's equivalent to calculating the normal.

The important thing is that the normals are calculated from perspective-transformed coordinates,...
Forum: Coders. Asm / Hardware 11 January 2018, 02:29
Replies: 81
Views: 6,620
Posted By Photon
Looking forward to the demo :great About time...

Looking forward to the demo :great About time Amiga got a better port than other platforms!

What are some reasons a chunky buffer should not have Y horizontal? I haven't found one, whether...
Forum: Coders. Tutorials 26 November 2017, 23:44
Replies: 57
Sticky: ASM: Resources
Views: 54,851
Posted By Photon
Amiga Hardware Programming #41 is up, the demo is...

Amiga Hardware Programming #41 is up, the demo is converted to Dual Playfield Mode:

https://youtu.be/eB7CzJupS70
Forum: Coders. Asm / Hardware 02 November 2017, 02:24
Replies: 9
Views: 1,093
Posted By Photon
Correct, basically left side overscan steals...

Correct, basically left side overscan steals sprite channel DMA slots one bitplane per 8px. (See the moon sprite in the DYSP part of Uncle Tom Sonix, and surely any game with horizontal scrolling...
Forum: Coders. Asm / Hardware 01 November 2017, 22:55
Replies: 6
Views: 872
Posted By Photon
I covered this in Amiga Future Magazine, I will...

I covered this in Amiga Future Magazine, I will adapt a version of the vector article for Coppershade which introduces 3D projection of lines and bobs, and then the next article showing culling and...
Forum: Coders. Asm / Hardware 01 November 2017, 22:45
Replies: 27
Views: 2,580
Posted By Photon
move.w #$8020,DMACON...

move.w #$8020,DMACON (http://coppershade.org/articles/Code/Reference/DMACON/)

But you must set it while sprite DMA is off (raster wait until offscreen, or put in vertical blank interrupt) or else...
Forum: Coders. Asm / Hardware 01 November 2017, 22:43
Replies: 6
Views: 780
Posted By Photon
I also used it on the bootblock of Stunner, IIRC...

I also used it on the bootblock of Stunner, IIRC the PC moving to next address was relied upon by me.
Forum: Coders. Asm / Hardware 01 November 2017, 22:30
Replies: 63
Views: 4,421
Posted By Photon
The logical assumption is that your assembler IDE...

The logical assumption is that your assembler IDE sets up the environment options you specify before executing your code. In this case, it should mean that your first line of code is executed in an...
Forum: Coders. Asm / Hardware 23 October 2017, 11:26
Replies: 10
Views: 719
Posted By Photon
It's quite plug and play, there shouldn't be much...

It's quite plug and play, there shouldn't be much to say about the source if you've incorporated others' into your project before.

The example code converts a PCHG so you can display it.

Often...
Forum: Coders. Asm / Hardware 23 October 2017, 09:59
Replies: 63
Views: 4,421
Posted By Photon
Probably it's meant for developing apps that...

Probably it's meant for developing apps that require the Workbench windowing environment and should open windows on the Workbench screen (i.e. they have no screen of their own).

And so even...
Forum: News 22 October 2017, 01:56
Replies: 36
Views: 5,050
Posted By Photon
Thread necromancy!! :evilgrin Just wanted to...

Thread necromancy!! :evilgrin

Just wanted to say that as probably many of you know the book is printed now, and together with current and ex members I wrote a quite detailed article about Scoopex...
Forum: Retrogaming General Discussion 22 October 2017, 01:50
Replies: 257
Views: 24,801
Posted By Photon
Yes I think so too. :) And the bonus stages...

Yes I think so too. :) And the bonus stages seemed smooth, but the main game scrolling will be slower for the reasons I mentioned. If the "reaction" stuff is 50 FPS it would be just silly to whizz...
Forum: Retrogaming General Discussion 22 October 2017, 01:29
Replies: 16
Views: 606
Posted By Photon
I think it's just up to what you played as a kid...

I think it's just up to what you played as a kid and got used to. If there was an obstacle, we overcame it to play that great thing :)

I think most kids in year X would have
a) loved home...
Forum: Coders. Asm / Hardware 22 October 2017, 01:13
Replies: 10
Views: 719
Posted By Photon
Well, it has an example that loads a picture and...

Well, it has an example that loads a picture and displays it, just assemble and run and take it from there, replace the picture, run, copy-paste the example code and insert into your program, etc....
Forum: Retrogaming General Discussion 21 October 2017, 17:25
Replies: 16
Views: 606
Posted By Photon
I should add it's just put on the table for the...

I should add it's just put on the table for the photo - I use this across my knees (see photo 2 and 18). The comfort level really is faultless.

Depth is 35mm if you want to make a box, or you...
Forum: Retrogaming General Discussion 21 October 2017, 02:01
Replies: 16
Views: 606
Posted By Photon
Built a joystick again.

I spent last weekend building a joystick and had a lot of fun with it :)

Article + Picture gallery. (http://scoopex1988.org/retro-mame-joystick-build.html)

The guys in the Commodore Amiga...
Forum: Coders. Asm / Hardware 20 October 2017, 17:14
Replies: 10
Views: 719
Posted By Photon
There is a ready tool for conversion to copper...

There is a ready tool for conversion to copper lists + source for loading and displaying that you can use in your own code if you want, in the Frazetta (http://www.pouet.net/prod.php?which=66004)...
Forum: Retrogaming General Discussion 06 September 2017, 20:56
Replies: 257
Views: 24,801
Posted By Photon
Well I just meant that some games scroll slowly...

Well I just meant that some games scroll slowly by design, i.e.:

1. If you're flying high above the ground it would look ridiculous if the ground zoomed past. Compare 1942. It just has to do with...
Forum: Retrogaming General Discussion 05 September 2017, 20:28
Replies: 257
Views: 24,801
Posted By Photon
Hm, I wouldn't count purposely slow scrolling...

Hm, I wouldn't count purposely slow scrolling speed as part of the "not 50 FPS". Else you'd have to throw away basically every single vertical shooter :) They'd be too hard if they scrolled that...
Forum: Coders. Asm / Hardware 20 August 2017, 23:01
Replies: 165
Views: 15,012
Posted By Photon
Question: Answer: Counter:

Question:



Answer:



Counter:
Forum: Amiga scene 20 August 2017, 19:29
Replies: 693
Views: 89,916
Posted By Photon
I think it was better in the ACA500 actually....

I think it was better in the ACA500 actually. I.e. not automatically hop into a profile.

This automatically hopping into the last profile is only useful the first day you get it, and then it's...
Forum: support.WinUAE 20 August 2017, 19:22
Replies: 18
Views: 1,482
Posted By Photon
I've started to link client configs to host...

I've started to link client configs to host configs now. I didn't before.

The effects this has is that when I Quickstart and want to save a client config, UAE has hard-linked it to whatever Host...
Forum: Retrogaming General Discussion 20 August 2017, 00:16
Replies: 257
Views: 24,801
Posted By Photon
Gravity-Force Aunt Arctic Adventure ...

Gravity-Force
Aunt Arctic Adventure
Sorceror's Apprentice
Snow Bros

come to mind
Forum: Amiga scene 19 August 2017, 23:42
Replies: 71
Views: 11,899
Posted By Photon
Games must often be real-time and...

Games must often be real-time and non-special-cased, demos are usually not.

Here's a game engine used for a crack intro (50 FPS)

https://www.youtube.com/watch?v=WLtdWsVSSoQ
Forum: support.WinUAE 17 August 2017, 02:14
Replies: 7
Views: 554
Posted By Photon
I copied a Host .uae, set gfx_api=directdraw,...

I copied a Host .uae, set gfx_api=directdraw, linked it to the config.

We're done here, I think. :)
Forum: Amiga scene 17 August 2017, 01:21
Replies: 693
Views: 89,916
Posted By Photon
Hehe, all clear :) Thx for the explanation. As...

Hehe, all clear :) Thx for the explanation. As dev, *brr* I wouldn't want to 'detect ACA500Plus just to move VBR to fast - for 68000'. I'm sure you know what I mean. There's no performance gain and...
Forum: support.WinUAE 17 August 2017, 00:53
Replies: 18
Views: 1,482
Posted By Photon
Hey Toni :) Here...

Hey Toni :) Here (http://eab.abime.net/showthread.php?t=87030&page=6) is my current status in getting something not-for-gaming working. See my work in my last post and my recipe in a previous post. ...
Forum: support.FS-UAE 17 August 2017, 00:13
Replies: 162
Views: 15,144
Posted By Photon
I do appreciate your efforts guys! :great and not...

I do appreciate your efforts guys! :great and not sarcastic either.

As for the shader route now -
1. Still haven't been able to align beamlines with pixels. All the ones I've tried b0rk fonts and...
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