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 Showing results 1 to 40 of 622 Search took 0.06 seconds. Search: Posts Made By: DanScott
 Forum: Coders. Asm / Hardware Today, 10:21 Replies: 12 Views: 426 Posted By DanScott using simple quick maths..imagine X velocity is a... using simple quick maths..imagine X velocity is a long (16:16 fixed point) move.l Destination_XVel,d0 move.l Current_XVel,d1 sub.l d1,d0 asr.l #5,d0 add.l d0,d1 move.l d1,Current_XVel This...
 Forum: Coders. Asm / Hardware Yesterday, 12:37 Replies: 12 Views: 426 Posted By DanScott Ok, the way I did it in BC Racers (as far as I... Ok, the way I did it in BC Racers (as far as I recall), was to have a destination velocity (x&y), and interpolate current velocity towards the destination velocity. This means at slow velocities,...
 Forum: Coders. Asm / Hardware Yesterday, 12:30 Replies: 12 Views: 426 Posted By DanScott you mean the inertia that causes the car to skid... you mean the inertia that causes the car to skid sideways when turning at a fast velocity ?
 Forum: Coders. Asm / Hardware 28 May 2020, 19:02 Replies: 20 Views: 857 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: 857 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: 741 Posted By DanScott Saves 2 bytes Saves 2 bytes
 19 May 2020, 02:25 Replies: 316 Views: 18,963 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: 15,330 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: 1,780 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: 1,780 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...
 11 May 2020, 22:15 Replies: 58 Views: 2,634 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: 11,112 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: 647 Posted By DanScott http://aminet.net/package/util/pack/RNC_ProPack http://aminet.net/package/util/pack/RNC_ProPack
 29 April 2020, 19:07 Replies: 26 Views: 1,589 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
 28 April 2020, 22:50 Replies: 13 Views: 929 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
 28 April 2020, 22:49 Replies: 13 Views: 929 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: 577 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: 577 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...
 20 April 2020, 22:54 Replies: 100 Views: 7,046 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: 4,046 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: 940 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: 4,046 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: 4,046 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: 1,118 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: 1,699 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: 1,206 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....
 14 April 2020, 01:49 Replies: 100 Views: 7,046 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...
 14 April 2020, 01:08 Replies: 100 Views: 7,046 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
 14 April 2020, 01:06 Replies: 100 Views: 7,046 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...
 14 April 2020, 00:24 Replies: 100 Views: 7,046 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: 1,206 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: 4,046 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: 1,118 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: 1,118 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: 3,138 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: 433 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....
 01 April 2020, 13:05 Replies: 35 Views: 1,549 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...
 01 April 2020, 10:11 Replies: 35 Views: 1,549 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.
 Showing results 1 to 40 of 622

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