English Amiga Board


Go Back   English Amiga Board > Search Forums

Showing results 1 to 40 of 619
Search took 0.05 seconds.
Search: Posts Made By: DanScott
Forum: Coders. Asm / Hardware 28 May 2020, 19:02
Replies: 20
Views: 763
Posted By DanScott
You need to ensure that you set the sprite...

You need to ensure that you set the sprite positions extremely early with the CPU
Forum: Coders. Asm / Hardware 28 May 2020, 19:01
Replies: 20
Views: 763
Posted By DanScott
I guess the DMA has already read the top sprites...

I guess the DMA has already read the top sprites position before you set it... and then subsequently you are setting the second sprites position before it gets read by the DMA
Forum: Coders. Asm / Hardware 19 May 2020, 15:16
Replies: 13
Views: 725
Posted By DanScott
Saves 2 bytes

Saves 2 bytes
Forum: Retrogaming General Discussion 19 May 2020, 02:26
Replies: 313
Views: 18,437
Posted By DanScott
https://www.youtube.com/watch?v=Ej_0f41dadQ

https://www.youtube.com/watch?v=Ej_0f41dadQ
Forum: Retrogaming General Discussion 19 May 2020, 02:25
Replies: 313
Views: 18,437
Posted By DanScott
No.. wrong, because draw to display is the same...

No.. wrong, because draw to display is the same latency... you just clear the 3rd buffer before it comes back round to be rendered to again ;)
Forum: Nostalgia & memories 18 May 2020, 18:18
Replies: 87
Views: 15,273
Posted By DanScott
I remember that from the early days.. but I don't...

I remember that from the early days.. but I don't think it was rendered...
Forum: Amiga scene 14 May 2020, 19:33
Replies: 28
Views: 1,758
Posted By DanScott
section modpatterns,data ...

section modpatterns,data
ModuleTrk: incbin "dh0/assets/2020vision/modules/lemonfuturefunk.mod.trk"

ifeq GENERATE_SAMPLES
section modulesamples,data_c...
Forum: Amiga scene 14 May 2020, 19:13
Replies: 28
Views: 1,758
Posted By DanScott
We had issues with P61 player, as the converter...

We had issues with P61 player, as the converter also seems to do some stuff to the samples... meaning that the resulting module sample offsets were not correct for the aklang sample renderer.

We...
Forum: Retrogaming General Discussion 11 May 2020, 22:15
Replies: 58
Views: 2,561
Posted By DanScott
Nice one! I coded that :D:D One of the...

Nice one! I coded that :D:D

One of the hardest games ever I think :p
Forum: Coders. Asm / Hardware 04 May 2020, 19:58
Replies: 83
Views: 11,044
Posted By DanScott
I forgot totally about this... i think Ross won :D

I forgot totally about this... i think Ross won :D
Forum: Coders. General 01 May 2020, 09:42
Replies: 9
Views: 626
Posted By DanScott
http://aminet.net/package/util/pack/RNC_ProPack

http://aminet.net/package/util/pack/RNC_ProPack
Forum: Retrogaming General Discussion 29 April 2020, 19:07
Replies: 26
Views: 1,554
Posted By DanScott
Leonard made a converter to play ST AY files on...

Leonard made a converter to play ST AY files on Amiga.. it creates a packed stream of AY data, and feeds it into an "emulator" to output
Forum: Retrogaming General Discussion 28 April 2020, 22:50
Replies: 13
Views: 914
Posted By DanScott
And yes, Martin's soundtrack is awesome.. wish...

And yes, Martin's soundtrack is awesome.. wish I'd kept the 3 channel music + 1 channel sfx system from Chuck Rock 2 though :D
Forum: Retrogaming General Discussion 28 April 2020, 22:49
Replies: 13
Views: 914
Posted By DanScott
Your assumptions are half correct... On the...

Your assumptions are half correct...

On the Mega-CD version, the background layer did have several speeds of parallax, but on Amiga this was not possible, as the "sprites" (bobs) were drawn to the...
Forum: Coders. Asm / Hardware 24 April 2020, 19:51
Replies: 4
Views: 568
Posted By DanScott
No, the SKIP instruction doesn't wait at all....

No, the SKIP instruction doesn't wait at all. Otherwise my copper "loops" would not work
Forum: Coders. Asm / Hardware 23 April 2020, 22:22
Replies: 4
Views: 568
Posted By DanScott
It only does the SKIP if the beam has passed...

It only does the SKIP if the beam has passed $4007.. without the WAIT, the beam is somewhere just after $1007 by the time it hits the skip instruction...
Forum: project.Amiga Game Factory 20 April 2020, 22:54
Replies: 100
Views: 6,917
Posted By DanScott
There's hardly anything happening on screen in...

There's hardly anything happening on screen in the coinop... surely an A500 version would be a breeze ;)
Forum: Coders. Asm / Hardware 20 April 2020, 13:40
Replies: 55
Views: 3,988
Posted By DanScott
Aha! yes, the idea came from Facet, from a GIF he...

Aha! yes, the idea came from Facet, from a GIF he saw somewhere... and the other part I didn't code was the dot tunnel thing (that also originated as a GIF that I found on Pinterest)

Everything...
Forum: Coders. Asm / Hardware 18 April 2020, 23:57
Replies: 10
Views: 930
Posted By DanScott
Probably better off using bobs, so you can mask...

Probably better off using bobs, so you can mask them against the tunnels etc..
Forum: Coders. Asm / Hardware 15 April 2020, 13:48
Replies: 55
Views: 3,988
Posted By DanScott
Personally I'd us 2 x 16 colour playfields, and...

Personally I'd us 2 x 16 colour playfields, and try to make use of the 16 attached sprites too
Forum: Coders. Asm / Hardware 14 April 2020, 19:51
Replies: 55
Views: 3,988
Posted By DanScott
Ah thanks!! That's one of the 2 parts I didn't...

Ah thanks!! That's one of the 2 parts I didn't code :D:D
Forum: Coders. Asm / Hardware 14 April 2020, 17:05
Replies: 13
Views: 1,105
Posted By DanScott
That's possibly the most glorious of the 68k...

That's possibly the most glorious of the 68k instructions!!!

It adds the contents of the extend flag in addition to the value in the register...

for example:

move.w #1,d0
move.w #1,d1...
Forum: Amiga scene 14 April 2020, 12:30
Replies: 17
Views: 1,672
Posted By DanScott
Leonard left the filter enabled on by mistake.....

Leonard left the filter enabled on by mistake.. he will fix this in the next version :cool
Forum: Amiga scene 14 April 2020, 10:51
Replies: 12
Views: 1,198
Posted By DanScott
It practically was 50/50 in the end!!! so close!!...

It practically was 50/50 in the end!!! so close!!

1 Way Too Rude - Logicoma & Loonies ........................ 1980
2 Colombia - Lemon....
Forum: project.Amiga Game Factory 14 April 2020, 01:49
Replies: 100
Views: 6,917
Posted By DanScott
For computer controller car guidance in BC...

For computer controller car guidance in BC Racers, each "block" on the floor had a set of direction bits (3 bit for 8 directions), showing which way to aim for. It worked quite well, as from any...
Forum: project.Amiga Game Factory 14 April 2020, 01:08
Replies: 100
Views: 6,917
Posted By DanScott
basically store away the last point they passed...

basically store away the last point they passed through... the next point (X) is only valid if the previous point they passed through was X-1

shit I had too much Gin tonight :D
Forum: project.Amiga Game Factory 14 April 2020, 01:06
Replies: 100
Views: 6,917
Posted By DanScott
it's quite a bit harder to work out the code that...

it's quite a bit harder to work out the code that stops a player driving the wrong way, and creating "laps" in that way... if they have passed point X, then turn around and go the other way, and...
Forum: project.Amiga Game Factory 14 April 2020, 00:24
Replies: 100
Views: 6,917
Posted By DanScott
Yeah, fgh is correct.. we did this (or similar)...

Yeah, fgh is correct.. we did this (or similar) for BC Racers

There were marker "strips" of floor blocks around the track... it you passed through them in sequence, and then cross the finish line...
Forum: Amiga scene 14 April 2020, 00:04
Replies: 12
Views: 1,198
Posted By DanScott
Colombia by Lemon. 2nd Place Intro At Revision 2020

We just released the final version after a busy day coding and fixing issues...


Grab the final .exe here!!! (http://deadliners.net/lmn%5EcolombiaFINAL.exe)
Forum: Coders. Asm / Hardware 13 April 2020, 15:20
Replies: 55
Views: 3,988
Posted By DanScott
If you want to make a killer Amiga game, you have...

If you want to make a killer Amiga game, you have no choice but throw out the idea of a "generic" engine... perfomance has to be optimised for the game you are choosing to write
Forum: Coders. Asm / Hardware 12 April 2020, 13:21
Replies: 13
Views: 1,105
Posted By DanScott
in it's simplest form you could do something...

in it's simplest form you could do something like:

move.w SpriteXPosition,d0
move.w d0,d1
and.w #1,d1
lsr.w #1,d0
move.b d0,SpriteData+1
move.b d1,SpriteData+3

SpriteData: dc.w 0,0 <-...
Forum: Coders. Asm / Hardware 09 April 2020, 01:18
Replies: 13
Views: 1,105
Posted By DanScott
in the second control word... bit 0 is the x...

in the second control word... bit 0 is the x position lowest bit....
Forum: Coders. Asm / Hardware 05 April 2020, 14:23
Replies: 47
Views: 3,134
Posted By DanScott
Actually, I didn't quite expect the amount of...

Actually, I didn't quite expect the amount of work that was put into this thread :crazy

But yes, seems that some things are possible ;)
Forum: Coders. Asm / Hardware 04 April 2020, 10:59
Replies: 2
Views: 431
Posted By DanScott
DIWSTART and DIWSTOP values ? From the...

DIWSTART and DIWSTOP values ?

From the online hardware reference manual:

"The VSTOP position is restricted to the lower half of the screen. This is
accomplished in the hardware by forcing the...
Forum: Coders. Asm / Hardware 02 April 2020, 20:52
Replies: 6
Views: 598
Posted By DanScott
Rather than adding/subtracting $11 from BPLCON1,...

Rather than adding/subtracting $11 from BPLCON1, it might be better to store your X scroll position in a variable.

Then you can calculate your BPLCON1 value and bitplane offsets from that value....
Forum: Retrogaming General Discussion 01 April 2020, 13:05
Replies: 35
Views: 1,544
Posted By DanScott
Make your awarding of power ups dynamic ? ...

Make your awarding of power ups dynamic ?

Award pickups quicker in later levels IF the player is not particularly powered up at that point (ie.. has just lost a life and starting back from...
Forum: Retrogaming General Discussion 01 April 2020, 10:11
Replies: 35
Views: 1,544
Posted By DanScott
Player should keep power ups... they had to...

Player should keep power ups... they had to "fight" to get them... It is unfair to take them away. Players should never be penalised for being good.
Forum: Coders. Asm / Hardware 28 March 2020, 23:26
Replies: 47
Views: 3,134
Posted By DanScott
Non-standard disk formats`

Ok, I never got into much regarding Amiga disk formats and my knowledge is fairly limited in this field.... I always used friends standard trackloaders, or trackloader systems available through work...
Forum: Coders. Asm / Hardware 26 March 2020, 14:49
Replies: 10
Views: 795
Posted By DanScott
but it's not related in any way to Motorola 68k ;)

but it's not related in any way to Motorola 68k ;)
Forum: Coders. Asm / Hardware 26 March 2020, 13:04
Replies: 10
Views: 795
Posted By DanScott
I guess, the main reason is that most Amiga...

I guess, the main reason is that most Amiga coders (before using macros) are used to seeing it as regular data statements eg..

dc.w $0180,$0000
Showing results 1 to 40 of 619

 
Forum Jump

All times are GMT +2. The time now is 11:49.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
Page generated in 0.10557 seconds with 10 queries