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Forum: Retrogaming General Discussion Today, 16:34
Replies: 245
Views: 24,725
Posted By roondar
It's true that Frontier uses the Blitter, but not...

It's true that Frontier uses the Blitter, but not to actually draw polygons. I checked out the Blitter use of Frontier a couple of years ago for the A1200 vs Falcon 3D thread and found it only uses...
Forum: Coders. Asm / Hardware Yesterday, 19:19
Replies: 21
Views: 486
Posted By roondar
Yeah, the 68020 allows a scaling factor to be...

Yeah, the 68020 allows a scaling factor to be used with such indexes. So d0.w*2 just means take the value of D0, multiply it by two and use that as the actual index value. The 68020+ support *2, *4...
Forum: Retrogaming General Discussion Yesterday, 19:02
Replies: 245
Views: 24,725
Posted By roondar
Yeah, but as it turns out that is quite tricky if...

Yeah, but as it turns out that is quite tricky if you have multiple objects of multiple sizes. Apparently it works quite well to draw single big objects (such as that nearly fullscreen sub-pixel...
Forum: Coders. General Yesterday, 18:58
Replies: 25
Views: 496
Posted By roondar
A weird idea, but it can help to try and make...

A weird idea, but it can help to try and make your compiler use registers more efficiently: try to use fewer variables in functions. The 68000 has 8 data registers and 8 (though due to stack usually...
Forum: Coders. Asm / Hardware Yesterday, 18:50
Replies: 89
Views: 3,626
Posted By roondar
Well, the reason for asking is kind of like this:...

Well, the reason for asking is kind of like this: suppose you have a sample playing at a non-maximum volume and then use Paula's amplitude modulation on it. What happens?

Does the amplitude...
Forum: Coders. General Yesterday, 18:29
Replies: 25
Views: 496
Posted By roondar
The first thing that I find interesting is that...

The first thing that I find interesting is that the shadow layer takes a considerable amount of time, nearly as much time as the rest (24 vs 32%). Perhaps you can 'cheat' the shadows somehow by...
Forum: Retrogaming General Discussion Yesterday, 18:15
Replies: 245
Views: 24,725
Posted By roondar
Yes, I'm talking only about A500 vs ST here. The...

Yes, I'm talking only about A500 vs ST here. The A1200 should be (much) faster at 3D than either the ST or STE - it has a 32 bit bus to memory and a faster CPU so it can push many more pixels. Not so...
Forum: Retrogaming General Discussion Yesterday, 18:12
Replies: 119
Views: 4,645
Posted By roondar
A 256 colour version would need to draw the...

A 256 colour version would need to draw the background layer manually with the Blitter or CPU. Depending on how colourful the background it, this by itself would probably already take more than a...
Forum: Coders. Asm / Hardware Yesterday, 17:57
Replies: 21
Views: 486
Posted By roondar
You're correct, that can't be done in that way....

You're correct, that can't be done in that way. However, it is possible to use a jumptable to achieve something similar instead:

move.w demo_state,d0
jmp .jmp_table(pc,d0.w*4)

.jmp_table...
Forum: Retrogaming General Discussion Yesterday, 17:50
Replies: 245
Views: 24,725
Posted By roondar
You can indeed use the Blitter to fill polygons....

You can indeed use the Blitter to fill polygons. But it's not that easy to get it to consistently outperform a CPU based algorithm. Usually there are various situations in which CPU only is faster...
Forum: Retrogaming General Discussion Yesterday, 15:02
Replies: 245
Views: 24,725
Posted By roondar
This isn't really an opinion, it's more of a fact...

This isn't really an opinion, it's more of a fact :D
The ST has a slightly faster processor/bus (by around 12%), which were the limiting factor of 3D games on both systems. Ergo, the ST will do 3D...
Forum: Coders. Asm / Hardware Yesterday, 14:25
Replies: 16
Views: 436
Posted By roondar
To be fair, I usually just use Photon's startup...

To be fair, I usually just use Photon's startup code. It seems to work very well to me. AFAIK it does things in a similar way to how Toni/Ross do it. Although it doesn't actually allocate memory....
Forum: Retrogaming General Discussion Yesterday, 14:20
Replies: 119
Views: 4,645
Posted By roondar
RE: spec sheets (especially marketing guided spec...

RE: spec sheets (especially marketing guided spec sheets)

One thing I'd want to add here regarding the spec sheets is that these can often be very misleading. It's kind of hard to interpret what...
Forum: Coders. Asm / Hardware Yesterday, 14:04
Replies: 89
Views: 3,626
Posted By roondar
Well, it's not 14 bits. But still, around 10 dB...

Well, it's not 14 bits. But still, around 10 dB of extra SNR is nothing to sneeze at - it's still essentially free extra quality. Maybe the knowledge it's 10 bits can even lead to new replayers that...
Forum: Retrogaming General Discussion 13 January 2021, 19:14
Replies: 119
Views: 4,645
Posted By roondar
Now now, if you have infinite time, the Blitter...

Now now, if you have infinite time, the Blitter can do infinite Blitter objects :D:p:nuts
Forum: Coders. Asm / Hardware 13 January 2021, 13:03
Replies: 89
Views: 3,626
Posted By roondar
This is a very nice comparison. It shows (or...

This is a very nice comparison. It shows (or sounds :p) that there is indeed a clear audible difference between the two, I can hear it even on my rather old Logitech speakers and it's very, very...
Forum: Retrogaming General Discussion 13 January 2021, 12:53
Replies: 78
Views: 5,765
Posted By roondar
The ability to mix sprite/scrolling resolutions...

The ability to mix sprite/scrolling resolutions is one of AGA's most interesting features. I wonder how many games actually used it?

I could see games where the main character is in hires mode...
Forum: Coders. Asm / Hardware 12 January 2021, 17:31
Replies: 89
Views: 3,626
Posted By roondar
So I decided to Google "Amiga signal to noise...

So I decided to Google "Amiga signal to noise ratio" for fun to see if anyone else had done some measurements so we had something to compare these results to. And as it turns out, some people at the...
Forum: Retrogaming General Discussion 12 January 2021, 15:54
Replies: 245
Views: 24,725
Posted By roondar
Interesting.. As I understand it the games should...

Interesting.. As I understand it the games should be identical, but I've never tested them side by side ;)
Forum: Amiga scene 12 January 2021, 15:03
Replies: 122
Views: 15,301
Posted By roondar
Amazingly, some of these look even better than...

Amazingly, some of these look even better than the test stage you've already been showing off :shocked

Great work :great
Forum: Coders. Asm / Hardware 12 January 2021, 15:01
Replies: 89
Views: 3,626
Posted By roondar
Yup. That's about the gist of it. Thinking...

Yup. That's about the gist of it.

Thinking about it some more, there are some possible issues (though he may have already taken these into account and merely not noted this in his OP) with this...
Forum: Retrogaming General Discussion 12 January 2021, 14:48
Replies: 245
Views: 24,725
Posted By roondar
According to the "official Lethal Xcess page",...

According to the "official Lethal Xcess page", the game has the same resolution on both systems (320x256).

Read more here (also interesting info on Wings of Death):...
Forum: Coders. Asm / Hardware 12 January 2021, 11:15
Replies: 89
Views: 3,626
Posted By roondar
An interesting question might be how the "14 bit...

An interesting question might be how the "14 bit audio" of the Amiga compares to the 16 bit soundcards in common use on PC's when it first appeared in the early/mid 1990's. My gut feeling is that it...
Forum: Retrogaming General Discussion 11 January 2021, 12:44
Replies: 245
Views: 24,725
Posted By roondar
I was never really all that bothered by the...

I was never really all that bothered by the borders around games to be fair. It happened on pretty much all systems (I used a TV back in the day so I couldn't resize the image anyway) and I was still...
Forum: News 09 January 2021, 21:11
Replies: 61
Views: 5,359
Posted By roondar
Looking forward to it already, this is a great...

Looking forward to it already, this is a great game to have on the Amiga :)
Forum: Retrogaming General Discussion 08 January 2021, 17:08
Replies: 119
Views: 4,645
Posted By roondar
The 68EC020 can address up to 16MB of RAM. For...

The 68EC020 can address up to 16MB of RAM. For the purposes of code, there are no other limitations compared to the standard 68020 (as in, it can run the exact same code). Crucially, it's also just...
Forum: Retrogaming General Discussion 08 January 2021, 16:21
Replies: 119
Views: 4,645
Posted By roondar
To me, the important thing here is that the ALU...

To me, the important thing here is that the ALU and the size of the external data bus both have full 32 bits support. So reading a 32 bit value from memory is just as fast as reading a 16 bit one...
Forum: Amiga scene 08 January 2021, 16:17
Replies: 139
Views: 16,644
Posted By roondar
Well, I suppose the Amiga designers could have...

Well, I suppose the Amiga designers could have dedicated more slots to audio than they did. That would have allowed more channels or more bits per channel. With the standard Amiga setup, these extra...
Forum: Amiga scene 08 January 2021, 11:16
Replies: 377
Views: 20,818
Posted By roondar
The Amiga market crashed 'over night'. Until...

The Amiga market crashed 'over night'. Until 1992, sales had been rapidly increasing year over year. In 1993 however, sales dropped so quickly* that they had no cashflow into the company so no money...
Forum: Coders. Asm / Hardware 07 January 2021, 17:17
Replies: 27
Views: 1,129
Posted By roondar
I guess it makes it slightly harder, in that you...

I guess it makes it slightly harder, in that you require one additional instruction and a free address register - though that's still very simple obviously. And it kind of does (in my opinion anyway)...
Forum: Coders. Asm / Hardware 07 January 2021, 16:12
Replies: 27
Views: 1,129
Posted By roondar
No, the 68K architecture doesn't have this...

No, the 68K architecture doesn't have this feature. As I've heard this being explained, it was a deliberate choice by the engineers to make it harder to easily write self-modifying code. Which they...
Forum: Retrogaming General Discussion 07 January 2021, 11:36
Replies: 245
Views: 24,725
Posted By roondar
In general, ST games loaded (much) faster....

In general, ST games loaded (much) faster. Probably in part due to the different audio, but it also happens in games where sampled music is still present.

As for individual games, as I recall it...
Forum: Retrogaming General Discussion 06 January 2021, 17:32
Replies: 119
Views: 4,645
Posted By roondar
Amusingly I've always found button to jump to be...

Amusingly I've always found button to jump to be rather hard to get used to on joystick based systems such as Arcades. Works OK for controllers (especially since D-Pads suck at diagonals), but I...
Forum: Coders. General 06 January 2021, 16:07
Replies: 39
Views: 2,077
Posted By roondar
LOD = Level Of Detail I.E. have several...

LOD = Level Of Detail
I.E. have several different models of decreasing complexity and show progressively simpler ones as the object is farther and farther away from the camera.
Forum: Coders. General 06 January 2021, 15:29
Replies: 39
Views: 2,077
Posted By roondar
Your engine does look rather nice. And quite the...

Your engine does look rather nice. And quite the challenge too for it to be aimed at a base level 68000!
Forum: Retrogaming General Discussion 06 January 2021, 15:26
Replies: 119
Views: 4,645
Posted By roondar
The Amiga Ghost & Goblins conversion is quite...

The Amiga Ghost & Goblins conversion is quite accurate (setting aside some of the graphics/sound). The only real thing that might have been better is perhaps the frame rate, but overall it's a very...
Forum: Amiga scene 06 January 2021, 15:24
Replies: 377
Views: 20,818
Posted By roondar
Probably yes ;) Oh well, we're still quite...

Probably yes ;)

Oh well, we're still quite fortunate with what we have. The Amiga is such a nice platform to be creative on. Not only for art/music, but also as a coder :)
Forum: Amiga scene 06 January 2021, 14:15
Replies: 377
Views: 20,818
Posted By roondar
Indeed, those would be nice additions. Perhaps...

Indeed, those would be nice additions. Perhaps even better if the playfield hardware allowed any 2 layer split to be chosen (even silly ones like 1/5).

Personally I'd also change some very small...
Forum: Retrogaming General Discussion 06 January 2021, 12:13
Replies: 119
Views: 4,645
Posted By roondar
The number of colours is a bit of a hard one to...

The number of colours is a bit of a hard one to compare actually. While it's true that the Mega Drive supported 64 colours (in 4 palettes of 16 each)* and the CD32's Dual Playfield limited it to 48...
Forum: Retrogaming General Discussion 06 January 2021, 11:50
Replies: 119
Views: 4,645
Posted By roondar
It's obviously correct to say that the 68EC020...

It's obviously correct to say that the 68EC020 has a 24 bit address bus and not a 32 bit one. However, that doesn't make it a "crippled, mangled" version though. Cost reduced, yes. But crippled and...
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