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Forum: project.Amiga Game Factory Yesterday, 19:18
Replies: 69
Views: 5,254
Posted By phx
No, I don't think so.

No, I don't think so.
Forum: project.Amiga Game Factory Yesterday, 15:04
Replies: 69
Views: 5,254
Posted By phx
All the menu, story, loading, etc. graphics are...

All the menu, story, loading, etc. graphics are reworked now, and I had a chance to see them yesterday. It is a noticeable improvement, without changing the original style.

Now "only" the tiles...
Forum: Coders. Asm / Hardware 12 November 2018, 15:20
Replies: 18
Views: 650
Posted By phx
Yes, Ross' loader will be fine. Just had a look...

Yes, Ross' loader will be fine. Just had a look at it again. It's PC-relative, well-commented and doesn't do busy-loops. Try it!
But make sure to OFS-format your disk.
Forum: project.Amiga Game Factory 09 November 2018, 16:40
Replies: 69
Views: 5,254
Posted By phx
I already talked with StingRay many weeks ago,...

I already talked with StingRay many weeks ago, and he even has the game's source text. I also asked him not to publish the passwords and to wait until the final release was done.

The graphician is...
Forum: Coders. Asm / Hardware 08 November 2018, 13:50
Replies: 18
Views: 650
Posted By phx
Just one question: when you already have working...

Just one question: when you already have working low-level disk routines without using the OS, why do you have to read files in AmigaDOS filesystem format? You can do you own format, which would be...
Forum: Coders. Asm / Hardware 26 October 2018, 12:10
Replies: 51
Views: 1,534
Posted By phx
Not sometimes. Always! Do never assume one...

Not sometimes. Always!

Do never assume one of these registers is unchanged after an OS-call (or after calling a C-function), unless clearly documented in the official Autodocs. For example, one of...
Forum: Coders. Asm / Hardware 23 October 2018, 23:45
Replies: 51
Views: 1,534
Posted By phx
Ah...ok - now as I reread your sentence. But it...

Ah...ok - now as I reread your sentence. But it could easily be misunderstood.
Forum: Coders. Asm / Hardware 23 October 2018, 23:41
Replies: 51
Views: 1,534
Posted By phx
Er... no! :) d2-d7 and a2-a7 are guaranteed to...

Er... no! :)
d2-d7 and a2-a7 are guaranteed to be preserved by all OS-calls.
Forum: Coders. Asm / Hardware 23 October 2018, 23:39
Replies: 51
Views: 1,534
Posted By phx
The usual ABI for most 68k operating systems...

The usual ABI for most 68k operating systems implies that d0, d1, a0, a1 are scratch registers, which are not restored after function calls (Atari TOS also trashes d2 and a2, IIRC). This is true for...
Forum: Coders. General 23 October 2018, 23:28
Replies: 18
Views: 568
Posted By phx
When you are really that low on additional buffer...

When you are really that low on additional buffer space then you should decrunch while loading, as roondar already pointed out.

As you wrote you use your own trackloader, this should be no major...
Forum: Coders. C/C++ 20 October 2018, 16:18
Replies: 10
Views: 490
Posted By phx
I guess you didn't include <proto/exec.h> and...

I guess you didn't include <proto/exec.h> and <proto/expansion.h>, but just <clib/...> from the Commodore headers, so function calls are not inlined but done via stub routines from amiga.lib.

You...
Forum: Coders. C/C++ 18 October 2018, 13:08
Replies: 10
Views: 490
Posted By phx
The problem is Commodore's exec/types.h and...

The problem is Commodore's exec/types.h and stdlib.h both define NULL. But unidentically. exec/types.h assigns 0L, while the standard headers use (void *)0, which is better because it causes an error...
Forum: Coders. C/C++ 16 October 2018, 22:51
Replies: 10
Views: 490
Posted By phx
As far as I can see your are using AmigaOS...

As far as I can see your are using AmigaOS typedefs (like ULONG) and AmigaOS system calls, without including any AmigaOS header files.

The errors are due to ULONG being undefined. It is defined in...
Forum: Coders. Contest 15 October 2018, 22:03
Replies: 19
Views: 1,709
Posted By phx
Wow! Do we see a release of River Raid before...

Wow! Do we see a release of River Raid before Bridge Strike? ;)

I love River Raid. I made a version of it myself, around 1988/89, but it was only half-finished (as most of my games during that...
Forum: Coders. General 15 October 2018, 21:57
Replies: 13
Views: 777
Posted By phx
Thanks all! Yes, I should include as few as...

Thanks all!
Yes, I should include as few as possible of the vasm headers into my new osdep.c.


Usually I take vasm's MAXPATHLEN, which is 1024.
Forum: project.Amiga Game Factory 15 October 2018, 21:50
Replies: 69
Views: 5,254
Posted By phx
It's quite minimalistic. You can do register and...

It's quite minimalistic. You can do register and memory dumps. I didn't want to take too much space from my games.
Forum: Coders. General 14 October 2018, 15:09
Replies: 13
Views: 777
Posted By phx
Great! I could only hope it was so easy. Now,...

Great! I could only hope it was so easy. Now, when clenched could confirm that it works the same with MinGW/gcc, then I take it!


Thanks. I have just committed an update, which should be...
Forum: Coders. General 14 October 2018, 02:43
Replies: 13
Views: 777
Posted By phx
I guess most people will use some MSVC++ version...

I guess most people will use some MSVC++ version to compile vasm and a few others maybe Cygwin? I have no statistics. :)

But it would be nice, of course, when I could just call an OS function,...
Forum: Coders. General 13 October 2018, 12:23
Replies: 13
Views: 777
Posted By phx
vasm Get Current Work Directory (Windows expert needed)

The last days I have implemented DWARF support in the portable vasm assembler, which theoretically allows you to do source level debugging with an appropriate debugger.

DWARF needs to specify the...
Forum: Coders. Asm / Hardware 10 October 2018, 12:32
Replies: 3
Views: 371
Posted By phx
Thanks for the confirmation. So I will just do an...

Thanks for the confirmation. So I will just do an "rte" an ignore it.

But it's interresting that the problem was observed on a 030 board as well. So it is more related to the A2000 itself than to...
Forum: Coders. C/C++ 10 October 2018, 00:09
Replies: 11
Views: 579
Posted By phx
Glad you found it. Good luck with your games! :)

Glad you found it. Good luck with your games! :)
Forum: Coders. Asm / Hardware 10 October 2018, 00:05
Replies: 3
Views: 371
Posted By phx
A2000/Blizzard060 NMI exception

Today I got a strange bug report regarding my game Trap Runner. At completely random, non-reproducible points, the system invokes exception vector 31, which is a level 7 interrupt (NMI)!

The...
Forum: Coders. C/C++ 09 October 2018, 18:16
Replies: 11
Views: 579
Posted By phx
Most important when hunting such a crash: 1. Is...

Most important when hunting such a crash:
1. Is it always the same crash (Guru #B)?
2. Is it reproducible and does always happen at the same point?

When you can answer both with "yes", then it...
Forum: Coders. C/C++ 08 October 2018, 17:49
Replies: 5
Views: 368
Posted By phx
Yes. The default Makefile.68k builds PosixLib for...

Yes. The default Makefile.68k builds PosixLib for 68020 and 68881.
I have probably never tried with 68000 or without FPU. So no guarantee it will work.
Forum: Coders. Tutorials 02 October 2018, 21:40
Replies: 32
Views: 9,851
Posted By phx
AutoVecBase must be initialized with the VBR. ...

AutoVecBase must be initialized with the VBR.

When you still have assembler errors, although the symbol exists, then I guess you are confused by the Small Data model I am using (all variables are...
Forum: Coders. General 02 October 2018, 21:30
Replies: 16
Views: 1,009
Posted By phx
IMHO an A500 should easily handle that. There is...

IMHO an A500 should easily handle that. There is no parallax scrolling. Not many moving objects. I didn't even see any tile animations or foreground tiles. Would be quite boring to implement. ;)
Forum: project.Amiga Game Factory 02 October 2018, 21:25
Replies: 69
Views: 5,254
Posted By phx
At the very start of the level? The game should...

At the very start of the level? The game should be in a defined state here, because you didn't do any movement yet. So I would expect it to happen always. Strange.


Too bad. Maybe I should just...
Forum: Coders. Asm / Hardware 01 October 2018, 13:36
Replies: 20
Views: 1,144
Posted By phx
No, I didn't. Yes, it is. I only tried to...

No, I didn't.

Yes, it is. I only tried to say that "madmac" is the syntax-module which is most similar to "mot" from the currently available choices.

That happens when two non-native speakers...
Forum: Coders. Asm / Hardware 30 September 2018, 20:51
Replies: 20
Views: 1,144
Posted By phx
Indeed, that's a disadvantage - missed that. But...

Indeed, that's a disadvantage - missed that. But what do you expect from an Atari assembler's syntax? :)

You could still fix it with vlink using the -hunkattr option, but it's probably not worth...
Forum: Coders. Asm / Hardware 30 September 2018, 15:58
Replies: 16
Views: 607
Posted By phx
A little bit of RTFM may help. :) There is a...

A little bit of RTFM may help. :)
There is a chapter "Building vasm" in the documentation and there is also a short instruction on the home page here:...
Forum: Coders. Asm / Hardware 28 September 2018, 23:29
Replies: 20
Views: 1,144
Posted By phx
Don't know. Not from me. I only have the machines...

Don't know. Not from me. I only have the machines to compile for AmigaOS3/4, MorphOS, Atari and NetBSD.


You may be right. Although there is also the danger that more source texts are written and...
Forum: Coders. Asm / Hardware 28 September 2018, 17:13
Replies: 20
Views: 1,144
Posted By phx
It is not difficult to add. But I don't like to...

It is not difficult to add. But I don't like to introduce new syntax which is incompatible to other assemblers.

How about switching to Atari-madmac syntax? It is similar enough to "mot", unlike...
Forum: project.Amiga Game Factory 27 September 2018, 22:54
Replies: 69
Views: 5,254
Posted By phx
Thanks for testing. Although I optimize my...

Thanks for testing.

Although I optimize my games for a 7MHz 68000 1MB OCS-Amiga, it is always important to me that they work on any classic Amiga configuration.
Forum: Coders. Asm / Hardware 27 September 2018, 18:50
Replies: 20
Views: 1,144
Posted By phx
Named macro arguments are supported, but they are...

Named macro arguments are supported, but they are only used in the "std", "madmac" and "oldstyle" syntax-modules. Not in "mot", as it seems uncommon here.
Forum: project.Amiga Game Factory 25 September 2018, 23:23
Replies: 69
Views: 5,254
Posted By phx
Oh... which level was that? This is a "too many...

Oh... which level was that? This is a "too many tile animations" panic. Which means there are more than 384 tile animations registered at once.

Maybe you activated some new tile animations...
Forum: Coders. Tutorials 24 September 2018, 17:07
Replies: 32
Views: 9,851
Posted By phx
True. I'm optimizing my games always for the...

True. I'm optimizing my games always for the slowest supported architecture, so I didn't think it was worth it. Especially when key presses are rather rare within the game (usually just ESC to...
Forum: Coders. Asm / Hardware 22 September 2018, 17:44
Replies: 16
Views: 883
Posted By phx
Only if your code is running in Chip/Slow RAM. ...

Only if your code is running in Chip/Slow RAM.

How did you measure the completion? I doubt that the BBUSY-flag becomes inactive sooner, when you don't set BLTPRI.
Forum: Coders. Tutorials 22 September 2018, 17:19
Replies: 32
Views: 9,851
Posted By phx
You may also look into input.asm from the Solid...

You may also look into input.asm from the Solid Gold source (should be the same in Trap Runner). It implements a Level 2 keyboard interupt handler and a FIFO queue for fast typing. Nevertheless it's...
Forum: Coders. General 20 September 2018, 17:29
Replies: 5
Views: 534
Posted By phx
GrafX2 is a portable graphics program for pixel...

GrafX2 is a portable graphics program for pixel artists and looks very much like DPaint. Is has an option to define the number of bits per RGB color channel (right-click the palette icon).


...
Forum: project.Amiga Game Factory 19 September 2018, 00:55
Replies: 69
Views: 5,254
Posted By phx
It is feature complete. Everything we wanted to...

It is feature complete. Everything we wanted to have in it is there. So I thought it would only be a matter of days to do some final adjustments, but now we are looking for a graphics artist to...
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