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Forum: Retrogaming General Discussion 04 January 2019, 16:08
Replies: 97
Views: 7,869
Posted By DanScott
https://sites.create-cdn.net/siteimages/29/5/1/295...

https://sites.create-cdn.net/siteimages/29/5/1/295157/7862825.jpg
Forum: Retrogaming General Discussion 04 January 2019, 15:35
Replies: 90
Views: 12,314
Posted By DanScott
True story!!! :spin

True story!!! :spin
Forum: Retrogaming General Discussion 04 January 2019, 11:18
Replies: 90
Views: 12,314
Posted By DanScott
Ah no, I was spending a lot of time in Serbia...

Ah no, I was spending a lot of time in Serbia over the last 6 years, but I'm living in the UK still ;)
Forum: Retrogaming General Discussion 04 January 2019, 11:17
Replies: 90
Views: 12,314
Posted By DanScott
Could throw something together I guess :D:D

Could throw something together I guess :D:D
Forum: Retrogaming General Discussion 04 January 2019, 11:16
Replies: 90
Views: 12,314
Posted By DanScott
I'm actually living down in Bournemouth now, and...

I'm actually living down in Bournemouth now, and working for a company called Amuzo, on some iOS / Android projects ;)
Forum: Coders. General 28 December 2018, 02:41
Replies: 5
Views: 450
Posted By DanScott
Actually this one ...

Actually this one

https://www.youtube.com/watch?v=FrP5-pKYLOo
Forum: Coders. General 27 December 2018, 16:00
Replies: 5
Views: 450
Posted By DanScott
Animated font... TSM of Vision did a very similar...

Animated font... TSM of Vision did a very similar (but nicer looking) version using this trick
Forum: Retrogaming General Discussion 19 October 2018, 15:56
Replies: 37
Views: 1,565
Posted By DanScott
Nice, all 3 of my full Amiga games feature.. and...

Nice, all 3 of my full Amiga games feature.. and of course my name right at the end too :D :D
Forum: Coders. General 12 October 2018, 23:00
Replies: 16
Views: 1,270
Posted By DanScott
Why all this obsession about preserving...

Why all this obsession about preserving parallax... it's just fluff... what made these games great is the fluid gameplay.. and that can easily be recreated on an A500...easily :)
Forum: Coders. Asm / Hardware 12 October 2018, 17:42
Replies: 51
Views: 3,874
Posted By DanScott
That's all part of the joy of this little bag of...

That's all part of the joy of this little bag of tricks :)
Forum: Coders. Asm / Hardware 12 October 2018, 17:41
Replies: 51
Views: 3,874
Posted By DanScott
Not to mention the fact that there are not 8...

Not to mention the fact that there are not 8 bitplanes for that either :D:D
Forum: Coders. Asm / Hardware 10 October 2018, 00:42
Replies: 3
Views: 505
Posted By DanScott
I seem to remember we were getting Level 7's or...

I seem to remember we were getting Level 7's or some other unwanted interrupt, randomly triggered on A2000 on our "The Fall" demo

Just found the thread about it:
...
Forum: Coders. Asm / Hardware 09 October 2018, 11:51
Replies: 10
Views: 597
Posted By DanScott
There is a stray (unaccounted for) 58608 byte...

There is a stray (unaccounted for) 58608 byte chip section that I can't currently locate :D

This is the issue
Forum: Coders. Asm / Hardware 09 October 2018, 11:02
Replies: 10
Views: 597
Posted By DanScott
So this is probably it... chip mem usage causing...

So this is probably it... chip mem usage causing the 103 on fast ram configs

Need to optimise chip mem sections and try to reduce to under 420k

It should be around 385k as noted above, but...
Forum: Coders. Asm / Hardware 08 October 2018, 23:56
Replies: 10
Views: 597
Posted By DanScott
Ok.. that makes sense I have a 224k chip ram...

Ok.. that makes sense

I have a 224k chip ram "area" reserved, that I allocate within using my own memory allocator

And there is around 160k for the music module too

so It's about 384k chip...
Forum: Coders. Asm / Hardware 08 October 2018, 23:25
Replies: 10
Views: 597
Posted By DanScott
ah.. my mistake... I use code and data and data_c...

ah.. my mistake... I use code and data and data_c only
Forum: Coders. Asm / Hardware 08 October 2018, 19:08
Replies: 10
Views: 597
Posted By DanScott
Differences between slow & fast ram giving 103 error

Not sure if this is the right place to post this query...

Anyway, I have an exe with some code,code_f,data & data_f sections

It is giving a 103 error in WinUAE with 1/2 meg chip and 1 meg fast...
Forum: Coders. Asm / Hardware 29 September 2018, 23:14
Replies: 44
Views: 3,162
Posted By DanScott
Probably good to write a full 3D system too, as...

Probably good to write a full 3D system too, as combining rendering with vertex transformation would be beneficial..

if you can process your geometry during the blits (think blitter interrupts)...
Forum: Coders. Asm / Hardware 29 September 2018, 15:34
Replies: 44
Views: 3,162
Posted By DanScott
One thing to look at for sure, would be to break...

One thing to look at for sure, would be to break down a triangle/quad into a series of smaller blits

You could then render the lines to a buffer, and fill with the blitter, then do the copy to...
Forum: Coders. Asm / Hardware 27 September 2018, 00:30
Replies: 44
Views: 3,162
Posted By DanScott
Just code it up and come back with some results....

Just code it up and come back with some results. Will be interesting to see what you come up with :)
Forum: Coders. Tutorials 26 September 2018, 11:58
Replies: 16
Views: 1,605
Posted By DanScott
Theoretically.. although you would have to work...

Theoretically.. although you would have to work on word wide strips, and probably multiple passes to mask and merge adjacent edges.

This $102 register trick is just making use of a hardware...
Forum: Coders. Asm / Hardware 22 September 2018, 12:50
Replies: 44
Views: 3,162
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, 17:48
Replies: 5
Views: 702
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, 16:03
Replies: 44
Views: 3,162
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, 10:59
Replies: 43
Views: 3,192
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, 11:25
Replies: 44
Views: 3,162
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, 10:18
Replies: 44
Views: 3,162
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, 23:24
Replies: 44
Views: 3,162
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, 15:31
Replies: 44
Views: 3,162
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, 02:36
Replies: 44
Views: 3,162
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, 11:24
Replies: 16
Views: 1,605
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, 18:44
Replies: 8
Views: 739
Posted By DanScott
Hi, yes the last option.. 2 blits :)

Hi, yes the last option.. 2 blits :)
Forum: Coders. Asm / Hardware 06 September 2018, 13:23
Replies: 8
Views: 739
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, 16:14
Replies: 16
Views: 1,605
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, 12:02
Replies: 615
Views: 34,282
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, 01:52
Replies: 8
Views: 956
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, 15:18
Replies: 0
Views: 380
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, 20:33
Replies: 26
Views: 2,607
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, 10:37
Replies: 17
Views: 1,050
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, 17:18
Replies: 26
Views: 2,607
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,...
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