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Forum: Graphics. Tutorials 08 February 2021, 17:29
Replies: 23
Views: 2,566
Posted By Master484
Here is an OCS RGB conversion table that I myself...

Here is an OCS RGB conversion table that I myself use:

OCS values (0-15) on the left, and normal RGB (0-255) values on the right.

0 = 0
1 = 17
2 = 34
3 = 51
4 = 68
5 = 85
Forum: Amiga scene 08 February 2021, 17:21
Replies: 479
Views: 29,217
Posted By Master484
Yes, theoretically this is possible. But in...

Yes, theoretically this is possible.

But in that palette, even if it has 16 colors, I still decided to ditch the greens, simply because most characters had either blue or red clothing. So to me...
Forum: Amiga scene 07 February 2021, 13:38
Replies: 479
Views: 29,217
Posted By Master484
This depends on the program, and how smart the...

This depends on the program, and how smart the re-coloring logic inside it is. But most likely it looks at the picture and thinks alongside the lines of: "okay, that's a dark red, so I need to find a...
Forum: Amiga scene 07 February 2021, 13:19
Replies: 124
Views: 10,380
Posted By Master484
The screenshots look really good, very close to...

The screenshots look really good, very close to SNES quality. :great

Will the demo have moving characters? If you need some more animation frames mapped to this 8 color palette, then just tell...
Forum: Amiga scene 06 February 2021, 16:50
Replies: 479
Views: 29,217
Posted By Master484
Usually the automatic color conversion tools...

Usually the automatic color conversion tools produce less than optimal results.

For example in these examples that your posted, in the 8 color version, take a look at how blues are used. It has 3...
Forum: Amiga scene 06 February 2021, 11:30
Replies: 479
Views: 29,217
Posted By Master484
Definitely put many images in a larger file. ...

Definitely put many images in a larger file.

Having multiple small files increases the loading time a lot, especially when loading from disk, and having something like 150 gfx files for each...
Forum: Amiga scene 05 February 2021, 10:03
Replies: 479
Views: 29,217
Posted By Master484
Using 16 color BOBs, that would give 4 common...

Using 16 color BOBs, that would give 4 common colors + 5 unique colors for each fighter. Or actually 6 unique colors for each, but the transparent color 0 eats one of the fighter 1 colors, so I would...
Forum: Amiga scene 04 February 2021, 17:38
Replies: 479
Views: 29,217
Posted By Master484
I tested my palette to arcade characters too: ...

I tested my palette to arcade characters too:

https://eab.abime.net/attachment.php?attachmentid=70766&stc=1&d=1612456594

So indeed it would seem that 8 colors is enough for this game. :great
Forum: Amiga scene 03 February 2021, 20:29
Replies: 479
Views: 29,217
Posted By Master484
Inspired by this thread, I made a quick test on 7...

Inspired by this thread, I made a quick test on 7 color characters:

https://eab.abime.net/attachment.php?attachmentid=70744&stc=1&d=1612380077

I used my old 16 color SNES recolorings as the...
Forum: Retrogaming General Discussion 16 January 2021, 11:02
Replies: 153
Views: 9,705
Posted By Master484
The memory use of Amiga graphics can be...

The memory use of Amiga graphics can be calculated with this formula: (Width / 8) * Height * Bitplanes

Width is always rounded up to the nearest power of 16. So for example if something is 50...
Forum: Coders. Blitz Basic 14 January 2021, 20:36
Replies: 6
Views: 819
Posted By Master484
The rules of how the BLITZ and AMIGA directives...

The rules of how the BLITZ and AMIGA directives "work" are indeed super confusing, and I have found out that when you put many of these commands in your code, chances are that the whole program will...
Forum: Coders. Blitz Basic 12 January 2021, 16:10
Replies: 8
Views: 924
Posted By Master484
There could be an easy way to check the Shift key...

There could be an easy way to check the Shift key status in the current code that you have, and that is to add something like this after the normal key reads:

If RawStatus(Shift rawkey code)
...
Forum: Coders. Blitz Basic 09 January 2021, 18:30
Replies: 8
Views: 924
Posted By Master484
No, I don't think that there is any easy way to...

No, I don't think that there is any easy way to detect when all keys are "up".

Maybe the easiest way is to have a variable named "AnyKeyDown", and set that to 0 before your key check routines...
Forum: Coders. Blitz Basic 09 January 2021, 18:22
Replies: 28
Views: 1,926
Posted By Master484
This is the manual that I myself use: ...

This is the manual that I myself use:
https://archive.org/details/bb21manual

It has all the commands of the classic Blitz Basic 2.1, as well as reference cards for the rawkey codes, and also you...
Forum: Coders. Blitz Basic 09 January 2021, 12:09
Replies: 8
Views: 924
Posted By Master484
Here is a code that reads the space key and...

Here is a code that reads the space key and detects all possible states: UP, DOWN and RELEASE. :great

vwait

oldstate = currentstate

key = RawStatus($40)

If key = 0 then currentstate = #UP...
Forum: Retrogaming General Discussion 22 December 2020, 21:46
Replies: 264
Views: 21,850
Posted By Master484
Yes, on AGA you could easily run these games at...

Yes, on AGA you could easily run these games at least on full screen (320*256 pixels).

Also all those three games could be improved a lot on AGA.

For example Turrican 2 runs in 16 color mode,...
Forum: Retrogaming General Discussion 14 December 2020, 19:00
Replies: 41
Views: 2,245
Posted By Master484
Yes, VGA allows free color selection and up to...

Yes, VGA allows free color selection and up to 256 colors on screen. But in the case of Altered Beast both the EGA and VGA versions look almost identical, so it seems that they just took the EGA...
Forum: Retrogaming General Discussion 13 December 2020, 18:31
Replies: 41
Views: 2,245
Posted By Master484
Altered Beast for PC-DOS (VGA graphics) : ...

Altered Beast for PC-DOS (VGA graphics) :

https://www.youtube.com/watch?v=6I3Iqe99asE


Maybe we should feel lucky for getting that usual lazy AtariST conversion instead. :)
...
Forum: Retrogaming General Discussion 13 December 2020, 12:32
Replies: 41
Views: 2,245
Posted By Master484
Indeed, when it comes to early games (released...

Indeed, when it comes to early games (released before 1992 or so), the Amiga version is almost always better in every way.

There are countless of examples, but this video gives a good general...
Forum: Coders. Blitz Basic 11 December 2020, 13:08
Replies: 17
Views: 1,208
Posted By Master484
I tested this on classic Blitz 2.1, and can...

I tested this on classic Blitz 2.1, and can confirm the bug.
Here are some test results.


a.q = 1/3
Print aResult: prints ".3333", which is right.

a.q = 1/3
a * 3
Print aResult: prints no...
Forum: HOL data problems 29 November 2020, 16:42
Replies: 5
Views: 1,856
Posted By Master484
I looked at youtube videos of both versions, and...

I looked at youtube videos of both versions, and there seem to be some differences in the graphics too, although they're so small that they're hard to notice.

For example the player sprite looks a...
Forum: Retrogaming General Discussion 21 November 2020, 16:24
Replies: 109
Views: 10,593
Posted By Master484
Amiga Final Fight uses 16 color mode, so the game...

Amiga Final Fight uses 16 color mode, so the game area itself can only have 16 colors. But because the status panel on the top is a separate screen, it has it's own 16 color palette. But these two 16...
Forum: Coders. Blitz Basic 07 August 2020, 13:53
Replies: 115
Views: 32,259
Posted By Master484
In Shadow Fighter OCS the scrolling seems to move...

In Shadow Fighter OCS the scrolling seems to move at 50 FPS, but characters update at 25 FPS. Haven't tried the AGA version though.

You can check this by moving the "Refresh" slider in the WinUAE...
Forum: Retrogaming General Discussion 06 August 2020, 18:04
Replies: 64
Views: 4,925
Posted By Master484
Some games not yet mentioned: Populous, the...

Some games not yet mentioned:

Populous, the game that made Bullfrog world famous. Amiga original game, released at 1989 and published by Electronic Arts. Got two data-disks and a sequel, and was...
Forum: Coders. Language 03 August 2020, 17:58
Replies: 24
Views: 4,267
Posted By Master484
I don't know the exact speed difference between...

I don't know the exact speed difference between AMOS and Blitz, but if you want to get a quick idea about the speed of Blitz, then here is a simple moving BOB demo with collision detection which has...
Forum: Coders. Asm / Hardware 02 August 2020, 15:22
Replies: 81
Views: 8,979
Posted By Master484
I used google translate to the german readme file...

I used google translate to the german readme file on the Mega Typhoon game disk, and it says this about the "copper controlled blitter" method:

Also it talks about how the program has 3...
Forum: Retrogaming General Discussion 01 August 2020, 19:25
Replies: 169
Views: 15,868
Posted By Master484
Most likely the real time BOB flipping is one of...

Most likely the real time BOB flipping is one of the main reasons for the slowdown. According to the AMOS Pro manual the $8000 function is a hexadecimal version of the "HREV" command. Blitz Basic has...
Forum: Nostalgia & memories 31 July 2020, 17:53
Replies: 48
Views: 3,770
Posted By Master484
My earliest memories of the Amiga are linked to...

My earliest memories of the Amiga are linked to magazine coverdisks, and the game demos and musics that were on them. I checked the Amiga Magazine Rack, and the first 3 coverdisks that I remember...
Forum: Coders. Blitz Basic 12 July 2020, 17:12
Replies: 115
Views: 32,259
Posted By Master484
Fighting Spirit AGA is indeed 50 FPS and uses...

Fighting Spirit AGA is indeed 50 FPS and uses bobs for the characters.

But on AGA it's much easier to make any game to run at 50 FPS, even without using sprites.

On A1200 the larger AGA 32-bit...
Forum: Coders. Blitz Basic 11 July 2020, 19:20
Replies: 115
Views: 32,259
Posted By Master484
When it comes to fighting games, then yes, bobs...

When it comes to fighting games, then yes, bobs are almost always used. When combined together, the OCS sprites can only create one 64 pixel wide, 16 color character, so you are almost forced to use...
Forum: Retrogaming General Discussion 07 July 2020, 17:51
Replies: 63
Views: 10,719
Posted By Master484
The status panel in Crossbow : The Legend of...

The status panel in Crossbow : The Legend of William Tell shows 6 active bitplanes in the WinUAE visual debugger, so I guess it's in Extra Half-Brite mode. :great

But the game area itself uses...
Forum: Coders. Asm / Hardware 06 July 2020, 16:39
Replies: 225
Views: 27,522
Posted By Master484
Indeed, those small parts that attach to the...

Indeed, those small parts that attach to the player ship would be somewhat tricky to implement in my idea. I guess they would either need to be part of the player sprite, which would generate a lot...
Forum: Coders. Asm / Hardware 06 July 2020, 10:49
Replies: 225
Views: 27,522
Posted By Master484
Maybe the best way to create the feeling of...

Maybe the best way to create the feeling of smoothness and speed would be to make the player ship with sprites, and then use an interrupt to move it.

This way the player ship will always move at...
Forum: Coders. Blitz Basic 13 April 2020, 17:13
Replies: 56
Views: 5,803
Posted By Master484
You could, if CustomSprites allowed individual...

You could, if CustomSprites allowed individual multiplex Y-lines for each sprite, so that you could freely set 8 Y-lines for 8 sprites.

However, this is not the case. CustomSprites only allows one...
Forum: Coders. Blitz Basic 13 April 2020, 12:02
Replies: 56
Views: 5,803
Posted By Master484
CustomSprites can double the sprites exactly...

CustomSprites can double the sprites exactly once, at one single Y-line only. In order to do the trick that Roondar described, you would need to be able to multiplex individual sprites at many...
Forum: Coders. Blitz Basic 12 April 2020, 11:03
Replies: 56
Views: 5,803
Posted By Master484
"GetaShape" and "GetaSprite" are slow commands,...

"GetaShape" and "GetaSprite" are slow commands, especially GetaShape is very, very slow. But I think you can use them to create the pipes, if you use them only when a new pipe appears, and not every...
Forum: Coders. Blitz Basic 10 April 2020, 22:46
Replies: 56
Views: 5,803
Posted By Master484
DisplayAdjust is a little bit quicker, for two...

DisplayAdjust is a little bit quicker, for two reasons. :) Firstly, sprites are super fast, but not totally free, especially if they're as tall as the whole screen. And secondly, if you use...
Forum: Coders. Blitz Basic 10 April 2020, 15:12
Replies: 56
Views: 5,803
Posted By Master484
DisplayAdjust is a complicated command, but a...

DisplayAdjust is a complicated command, but a simple "screen cut" like that is easy to do, and you only need to care about the two last parametres of the command:

DisplayAdjust CoplistID,0,0,0,...
Forum: Amiga scene 13 March 2020, 12:37
Replies: 908
Views: 105,478
Posted By Master484
I just tried the V2 demo. Good to see a new high...

I just tried the V2 demo. Good to see a new high quality 50 FPS shooter for Amiga, there aren't so many of those. :)

And I didn't try the first V1 demo, so this was my first time playing the game....
Forum: Coders. General 09 March 2020, 18:55
Replies: 129
Views: 10,419
Posted By Master484
That's right. Here's the original thread of my...

That's right.
Here's the original thread of my demo where it's all explained:
https://eab.abime.net/showthread.php?t=96990

Also there is an image which shows how the 200+ character colors of the...
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