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Forum: Coders. Asm / Hardware Today, 11:50
Replies: 26
Views: 1,317
Posted By DanScott
Does you blitter test iinvolve the following...

Does you blitter test iinvolve the following steps:

clearing the blitter buffer?
drawing the lines?
filling the buffer?
copying the buffer to all the bitplanes (either "or'ing" or "not...
Forum: Coders. General 20 September 2018, 16:48
Replies: 5
Views: 234
Posted By DanScott
Pro Motion NG has palette bit depth selector and...

Pro Motion NG has palette bit depth selector and can remap to Amiga 12bit RGB
Forum: Coders. Asm / Hardware 19 September 2018, 15:03
Replies: 26
Views: 1,317
Posted By DanScott
Always a possibility, especially for wider...

Always a possibility, especially for wider scanlines.

Why don't you code it up and see if it's quicker :)
Forum: Retrogaming General Discussion 18 September 2018, 09:59
Replies: 43
Views: 2,576
Posted By DanScott
I don't think there were many games that were...

I don't think there were many games that were released in specific NTSC versions.

It's certainly something we never did at Core.. there was no real market for Amiga games in the USA, certainly not...
Forum: Coders. Asm / Hardware 17 September 2018, 10:25
Replies: 26
Views: 1,317
Posted By DanScott
That's one method we looked at a couple of months...

That's one method we looked at a couple of months ago, but made no progress

The other method is the one I mentioned a few replies ago. Original concept for this was thought up around 1992/1993,...
Forum: Coders. Asm / Hardware 17 September 2018, 09:18
Replies: 26
Views: 1,317
Posted By DanScott
Well.. my time actually would be better spent...

Well.. my time actually would be better spent investigating some other rendering method that I devised a little while ago ;)
Forum: Coders. Asm / Hardware 16 September 2018, 22:24
Replies: 26
Views: 1,317
Posted By DanScott
Who knows... it all depends... depends how...

Who knows... it all depends... depends how efficient the CPU renderer is

would need to write some code that generates different polygons and renders them with both methods and compare the times...
Forum: Coders. Asm / Hardware 16 September 2018, 14:31
Replies: 26
Views: 1,317
Posted By DanScott
I would say, a polygon that takes less CPU...

I would say, a polygon that takes less CPU instructions to render, compared to the number of CPU instructions required to set up the blitter for clearing, drawing lines, filling, copying etc......
Forum: Coders. Asm / Hardware 16 September 2018, 01:36
Replies: 26
Views: 1,317
Posted By DanScott
The holy grail of amiga OCS 3D, would to be able...

The holy grail of amiga OCS 3D, would to be able to plot the edge points for a whole scene, before filling the screen in one blitter fill pass.

It's something i have researched over the last 25...
Forum: Coders. Tutorials 11 September 2018, 10:24
Replies: 11
Views: 779
Posted By DanScott
Exactly :) But there are some DMA...

Exactly :)

But there are some DMA glitches... so I used dual playfield, and hid the glitches with sprites (with strange priority values i seem to remember) :D
Forum: Coders. Asm / Hardware 09 September 2018, 17:44
Replies: 8
Views: 559
Posted By DanScott
Hi, yes the last option.. 2 blits :)

Hi, yes the last option.. 2 blits :)
Forum: Coders. Asm / Hardware 06 September 2018, 12:23
Replies: 8
Views: 559
Posted By DanScott
If you are blitting a repeated pattern of 2...

If you are blitting a repeated pattern of 2 words... you can write the data to BLTADAT, and then disable DMA channel A for a little extra speed
Forum: Coders. Tutorials 04 September 2018, 15:14
Replies: 11
Views: 779
Posted By DanScott
Rink-A-Dink Redux Desert Dream and if you...

Rink-A-Dink Redux
Desert Dream

and if you want to see a strange variation on this, disassemble my copper-list from the Star Wars scroller in "The Fall" :D
Forum: Coders. Contest 05 August 2018, 11:02
Replies: 289
Views: 13,241
Posted By DanScott
For arcade game collisions, you should just use...

For arcade game collisions, you should just use bounding box to bounding box collision. I can bet that 99% of arcade games just did this.

For tile collision, you should give each 16x16 pixel tile,...
Forum: Coders. Asm / Hardware 05 July 2018, 00:52
Replies: 8
Views: 846
Posted By DanScott
I think it's the same as copper wait / move is 1...

I think it's the same as copper wait / move is 1 pixel behind bitplane data too

You can see this in my 3D chess / bitmap layer zoom in The Fall (BG colour is set using copper wait for a 256 pixel...
Forum: MarketPlace 15 May 2018, 14:18
Replies: 0
Views: 255
Posted By DanScott
FOR SALE: X-Surf 100 100 Mbit Ethernet Zorro-II/III Card

Brand new, and never used, in original box with instructions etc...

Looking for £100 + shipping (approx £8 for UK special delivery... Europe and worldwide will be a little more)


...
Forum: Amiga scene 04 May 2018, 19:33
Replies: 26
Views: 2,429
Posted By DanScott
Loading music as module: ...

Loading music as module:

http://www.deadliners.net/dascon/musics/aliceloader.mod
Forum: Coders. Asm / Hardware 01 May 2018, 09:37
Replies: 17
Views: 930
Posted By DanScott
Let me expand slightly what Leonard is...

Let me expand slightly what Leonard is attempting, so that the discussion does not go off on a generic tangent about the TAS command :)

He wants to render some things with the Blitter, and also...
Forum: Amiga scene 30 April 2018, 16:18
Replies: 26
Views: 2,429
Posted By DanScott
The dual playfield was used so that I could use...

The dual playfield was used so that I could use some hardware sprites with the correct priorities, to "hide" some DMA glitches ;) I managed to hide most of them, but unfortunately not all of them,...
Forum: Amiga scene 30 April 2018, 15:36
Replies: 26
Views: 2,429
Posted By DanScott
I trust you had a look at the copper-list :D :D

I trust you had a look at the copper-list :D :D
Forum: Amiga scene 30 April 2018, 15:22
Replies: 26
Views: 2,429
Posted By DanScott
Hi Ross, the "void" strip in the star-wars...

Hi Ross,

the "void" strip in the star-wars scroller doesn't happen on real amigas, only in WinUAE :D

I spoke to Toni about this and he has tracked down the issue in the emulation code :)
Forum: Amiga scene 29 April 2018, 22:47
Replies: 26
Views: 2,429
Posted By DanScott
As you wish ;) ...

As you wish ;)

https://soundcloud.com/berndhoffmann/sets/the-fall-ost

https://soundcloud.com/virgill/alice-endpart-idea

http://deadliners.net/music_thefall.html
Forum: Amiga scene 29 April 2018, 22:44
Replies: 8
Views: 641
Posted By DanScott
https://en.wikipedia.org/wiki/Donald_Pleasence ...

https://en.wikipedia.org/wiki/Donald_Pleasence

Indeed ;)
Forum: Amiga scene 29 April 2018, 20:49
Replies: 26
Views: 2,429
Posted By DanScott
No worries :) We should have got it released...

No worries :) We should have got it released quicker, but unfortunately we were too busy basking in our own glory :D
Forum: Amiga scene 29 April 2018, 20:43
Replies: 8
Views: 641
Posted By DanScott
That's a fake gold Amiga... The real one, has a...

That's a fake gold Amiga... The real one, has a certificate signed by Donald Pleasance!!
Forum: Amiga scene 29 April 2018, 19:44
Replies: 26
Views: 2,429
Posted By DanScott
The Fall (Amiga 500 Revision 2018 Demo Winner) Final Version Released

http://deadliners.net/thefall/TheFallFinal.zip

Fixed some bugs, AGA & 68020/30/40/60 compatability, HD loader included too :D

Enjoy :)
Forum: Coders. General 27 April 2018, 11:49
Replies: 587
Views: 45,471
Posted By DanScott
I have reason to believe that Leander doesn't use...

I have reason to believe that Leander doesn't use pixel perfect collision, based on watching the full playthrough. Would be interesting to see HOW they utilised it, if they did (it sure looks like BB...
Forum: Coders. General 26 April 2018, 12:48
Replies: 587
Views: 45,471
Posted By DanScott
Which ones? It was useless in any of the many...

Which ones? It was useless in any of the many commercially released games I wrote.

It only tells you there has been a collision (overlap) of sprite data to other sprite / playfield data.

It...
Forum: Coders. General 25 April 2018, 18:40
Replies: 587
Views: 45,471
Posted By DanScott
highly debatable that reducing screen size makes...

highly debatable that reducing screen size makes for a better conversion.

Gameplay is quite often defined around the screen size, and what can be seen from the players position.

As i stated,...
Forum: Coders. General 25 April 2018, 17:46
Replies: 587
Views: 45,471
Posted By DanScott
Sprite to playfield collision is pretty useless ...

Sprite to playfield collision is pretty useless

Dual playfield does have it's advantages and also it's disadvantages.

On OCS/ECS there is a huge overhead in terms of bitplane DMA usage. This is...
Forum: Coders. General 25 April 2018, 12:20
Replies: 587
Views: 45,471
Posted By DanScott
But here's my current palette. I am still working...

But here's my current palette. I am still working on some palette tweaks, but for the particular game, it seems to work quite nicely, and gives the artists enough shades to accurately remap the...
Forum: Coders. General 25 April 2018, 12:12
Replies: 587
Views: 45,471
Posted By DanScott
No, I don't want to post them in public, thanks :)

No, I don't want to post them in public, thanks :)
Forum: Coders. General 25 April 2018, 11:30
Replies: 587
Views: 45,471
Posted By DanScott
Far from it.... a decent artist and a well chosen...

Far from it.... a decent artist and a well chosen 16 colour palette can look beautiful.

I myself have reduced the blocksets and sprites for a Capcom game down to a fixed 16 colour palette. Sure...
Forum: Coders. Asm / Hardware 24 April 2018, 17:58
Replies: 140
Views: 13,779
Posted By DanScott
That makes sense. But the pixels still...

That makes sense.


But the pixels still need calculating and plotting, and your method of writing the strips is highly optimal, more so than could be achieved by interpolating across??

I guess...
Forum: Coders. Asm / Hardware 24 April 2018, 17:34
Replies: 140
Views: 13,779
Posted By DanScott
In theory, it sounds ok, but how do you deal with...

In theory, it sounds ok, but how do you deal with where 2 different wall textures meet, where the 2 adjacent rays intersect some way either side of 2 different textures.

Corners and edges could...
Forum: Coders. Asm / Hardware 24 April 2018, 10:34
Replies: 21
Views: 2,080
Posted By DanScott
Maybe best if you start to experiment... you can...

Maybe best if you start to experiment... you can look at each iteration of your code and see where optimisations can be made in terms of how you store your source data etc...
Forum: Coders. Asm / Hardware 24 April 2018, 10:31
Replies: 21
Views: 2,080
Posted By DanScott
No, there's a full wall / ceiling doom style...

No, there's a full wall / ceiling doom style renderer later on in the demo ;)

Unless Kalms is referring to that first part (most definitely 102 trick for sure..and a lot of prescaled bitmaps)
Forum: Coders. General 23 April 2018, 19:25
Replies: 587
Views: 45,471
Posted By DanScott
ha! me too :) AGA has 64bit bitplane and...

ha! me too :)

AGA has 64bit bitplane and sprite DMA fetch. I've not really looked into is a great deal. A lot of the AGA games that I did see, did not really look any much better than the good...
Forum: Coders. General 23 April 2018, 18:28
Replies: 587
Views: 45,471
Posted By DanScott
I think AGA could do a pretty spot-on conversion...

I think AGA could do a pretty spot-on conversion of GnG :) (with parallax too)

For instance, the blowing tree effect.. you could have a few different versions of your playfield, and just switch...
Forum: Coders. General 23 April 2018, 18:25
Replies: 587
Views: 45,471
Posted By DanScott
Yes, you lose the last hardware sprite's DMA...

Yes, you lose the last hardware sprite's DMA slot.

But this sprite can still be used ;)

Anyway, losing one sprite's DMA does not mean that you can't scroll a 16 colour background in overscan,...
Showing results 1 to 40 of 305

 
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