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Search: Posts Made By: DanScott
Forum: Coders. Asm / Hardware 28 March 2020, 23:26
Replies: 9
Views: 494
Posted By DanScott
Non-standard disk formats`

Ok, I never got into much regarding Amiga disk formats and my knowledge is fairly limited in this field.... I always used friends standard trackloaders, or trackloader systems available through work...
Forum: Coders. Asm / Hardware 26 March 2020, 14:49
Replies: 10
Views: 535
Posted By DanScott
but it's not related in any way to Motorola 68k ;)

but it's not related in any way to Motorola 68k ;)
Forum: Coders. Asm / Hardware 26 March 2020, 13:04
Replies: 10
Views: 535
Posted By DanScott
I guess, the main reason is that most Amiga...

I guess, the main reason is that most Amiga coders (before using macros) are used to seeing it as regular data statements eg..

dc.w $0180,$0000
Forum: Coders. Asm / Hardware 26 March 2020, 10:49
Replies: 10
Views: 535
Posted By DanScott
It's a copper instruction stored as word pairs in...

It's a copper instruction stored as word pairs in memory. It is not a 68000 instruction. The copper interprets the 2 words as "register" (1st word) and "data to write to that register" (2nd word)
Forum: Retrogaming General Discussion 25 March 2020, 10:40
Replies: 11
Views: 800
Posted By DanScott
seems to me it can just be done with a couple of...

seems to me it can just be done with a couple of compares.. nothing technically impressive really
Forum: Retrogaming General Discussion 21 March 2020, 02:27
Replies: 31
Views: 1,689
Posted By DanScott
LOL.. there's probably more polygons in the feet...

LOL.. there's probably more polygons in the feet than you total for the whole character :D ok.. but not far off

https://youtu.be/yk2dQn5XOAg?t=159

but i don't see any reason why an 030 can't...
Forum: Retrogaming General Discussion 20 March 2020, 13:34
Replies: 31
Views: 1,689
Posted By DanScott
Virtua Fighter is flat shaded... no need for...

Virtua Fighter is flat shaded... no need for Chunky 2 Planar, just a good fast CPU flat ploy renderer would do it.

I would say yes, an Amiga with 030 could easily do this
Forum: Coders. Asm / Hardware 16 March 2020, 10:21
Replies: 17
Views: 848
Posted By DanScott
Because I want to

Because I want to
Forum: Coders. Asm / Hardware 15 March 2020, 13:52
Replies: 17
Views: 848
Posted By DanScott
Thanks, wil try this too... is their a method for...

Thanks, wil try this too... is their a method for weighting distance on colour perception ? (ie.. green error is more perceivable than red, which is more than blue.. i believe it some where around...
Forum: Coders. Asm / Hardware 15 March 2020, 13:48
Replies: 17
Views: 848
Posted By DanScott
This sounds like a good way... perhaps too slow...

This sounds like a good way... perhaps too slow for what I need... I need to be able to precalculate something like 320x256 image in a couple of seconds.. but I will at least have a try :) Thanks for...
Forum: Coders. Asm / Hardware 15 March 2020, 12:20
Replies: 17
Views: 848
Posted By DanScott
Not suitable for the use case

Not suitable for the use case
Forum: Coders. Asm / Hardware 14 March 2020, 23:50
Replies: 17
Views: 848
Posted By DanScott
or 12bit 0x0RGB format to HAM6 too would also be...

or 12bit 0x0RGB format to HAM6 too would also be ideal
Forum: Coders. Asm / Hardware 14 March 2020, 23:49
Replies: 17
Views: 848
Posted By DanScott
Conversion of 24bit RGB Image to HAM6

Anyone have a good and quick algorithm for this? ideally one that can uses a fixed 16 colour base palette
Forum: Coders. Asm / Hardware 14 March 2020, 21:02
Replies: 20
Views: 929
Posted By DanScott
Flinks background layer appears to repeat every...

Flinks background layer appears to repeat every 128 pixels by the look of it, so they are probably just re-arming SPRxPOS with the copper to repeat the sprite data

Beautiful looking game is Flink,...
Forum: Nostalgia & memories 13 March 2020, 00:24
Replies: 76
Views: 3,293
Posted By DanScott
I think the warez side of things was the least of...

I think the warez side of things was the least of the worries for law enforcement... the main issue was with the illegal use of stolen AT&T calling cards that were used by European traders to call...
Forum: Amiga scene 12 March 2020, 00:54
Replies: 20
Views: 1,347
Posted By DanScott
Someone says that Heimdall 2 was developed out of...

Someone says that Heimdall 2 was developed out of house at the 8th Day (whereas the 8th Day guys were in house at Core for the first one, and that someone was roped in, as that someone had only...
Forum: Amiga scene 11 March 2020, 23:08
Replies: 613
Views: 58,836
Posted By DanScott
As I said, my post was my personal opinion......

As I said, my post was my personal opinion... however I do have a lot of experience with retention on games (especially now, as our mobile apps undergo months of analytical gathering in a restricted...
Forum: Amiga scene 11 March 2020, 21:34
Replies: 613
Views: 58,836
Posted By DanScott
Personal opinion time :D I am going to be quite...

Personal opinion time :D I am going to be quite critical

1) Too hard at the start... game needs at least some ramp up to difficulty (even if fairly quick ramp up)

2) Really don't like the...
Forum: Coders. General 11 March 2020, 16:38
Replies: 17
Views: 615
Posted By DanScott
and of course, the classic Amiga demo Nexus 7,...

and of course, the classic Amiga demo Nexus 7, remade in 8k :P

https://www.youtube.com/watch?v=-QhqOsZ4V-s
Forum: Coders. General 11 March 2020, 15:06
Replies: 17
Views: 615
Posted By DanScott
WHAT??? have you not seen some of the amazing 4k...

WHAT??? have you not seen some of the amazing 4k and 64k productions???

https://www.youtube.com/watch?v=sSHnZMhjStI

https://www.youtube.com/watch?v=hE6SZeAhZdM

just a couple....
Forum: Amiga scene 11 March 2020, 11:51
Replies: 20
Views: 1,347
Posted By DanScott
Someone around here might know someone that...

Someone around here might know someone that worked on the original Heimdall for the Amiga :D
Forum: Coders. General 11 March 2020, 01:05
Replies: 129
Views: 6,556
Posted By DanScott
even if it was 10 or 20 checks, can still be done...

even if it was 10 or 20 checks, can still be done pretty quick with optimised code
Forum: Coders. Asm / Hardware 11 March 2020, 01:03
Replies: 6
Views: 394
Posted By DanScott
Yeah, sprites will be either in front or...

Yeah, sprites will be either in front or behind... they won't be a "mashup" of bitplanes. There's no bitplane bits in the priority bits.. only sprite pairs and playfield bits
Forum: Coders. Asm / Hardware 11 March 2020, 00:41
Replies: 6
Views: 394
Posted By DanScott
BPLCON2=$24 is for sprites in front of playfields...

BPLCON2=$24 is for sprites in front of playfields (the usual desired behaviour)

Yes, I am sure AGA works the same. If dual playfield is not enabled, then only the playfield 1 bits are used.
Forum: Nostalgia & memories 09 March 2020, 01:09
Replies: 60
Views: 2,587
Posted By DanScott
Your biggest Amiga regret?

So, I had quite a successful career making games over the last 30 years...including working on quite a few well known and successful games for Core Design. Obviously, around 1994 we moved completely...
Forum: Coders. Asm / Hardware 08 March 2020, 23:49
Replies: 23
Views: 838
Posted By DanScott
would be great to "collate" all this awesome info...

would be great to "collate" all this awesome info into one place.

I often find that I need a solution for something... and in the back of my mind, I will remember a thread here on EAB that touched...
Forum: Coders. Asm / Hardware 08 March 2020, 22:33
Replies: 23
Views: 838
Posted By DanScott
Threads like this are the best things here on EAB...

Threads like this are the best things here on EAB :)

My current "usage" will have to remain how it is... but for future stuff, the techniques here are sure to be useful.
Forum: Coders. Asm / Hardware 08 March 2020, 17:58
Replies: 23
Views: 838
Posted By DanScott
I really need that pixel perfect x positioning...

I really need that pixel perfect x positioning unfortunately... so I will just have to continue using DMA sprites and take the extra memory and DMA hit (it's not huge, but every little helps as they...
Forum: Coders. Asm / Hardware 08 March 2020, 16:48
Replies: 23
Views: 838
Posted By DanScott
hmm.. ok.. it might be better for me to stick...

hmm.. ok.. it might be better for me to stick with DMA sprites... just that because the data is repeating, I hoped to eliminate that 1kb per sprite overhead (DMA and memory use)... but I really need...
Forum: Coders. Asm / Hardware 08 March 2020, 16:34
Replies: 23
Views: 838
Posted By DanScott
so I can't write to SPRxCTRL each line for exact...

so I can't write to SPRxCTRL each line for exact 1 pixel positioning ?
Forum: Coders. Asm / Hardware 08 March 2020, 16:32
Replies: 23
Views: 838
Posted By DanScott
Ah yes!!! Cheers Toni... now I remember that...

Ah yes!!! Cheers Toni... now I remember that there is a certain order things have to be done in :)

will give it a try, and see if I can get it working...
Forum: Coders. Asm / Hardware 08 March 2020, 16:30
Replies: 23
Views: 838
Posted By DanScott
But (for example) setting SPRxPOS / SPRxCTRL with...

But (for example) setting SPRxPOS / SPRxCTRL with the copper several times on the same line, can redisplay the contents of SPRxDATA and SPRxDATB without issue.

It seems that my issue is that the...
Forum: Coders. Asm / Hardware 08 March 2020, 16:25
Replies: 23
Views: 838
Posted By DanScott
i am setting SPRxPOS/SPRxCTRL once on each...

i am setting SPRxPOS/SPRxCTRL once on each line... basically, I want this "vertical" bar to not be vertical (ie.. i am skewing it)

I was sure it was possible too, due to the old "bug" of repeated...
Forum: Coders. Asm / Hardware 08 March 2020, 16:05
Replies: 23
Views: 838
Posted By DanScott
Displaying sprites without DMA

Currently I have a sprite the full height of the screen, shown with DMA, and I am adjusting the x position on each line using the copper, writing into SPRxPOS & SPRxCTRL

The sprite data is the...
Forum: Coders. Asm / Hardware 08 March 2020, 12:51
Replies: 10
Views: 535
Posted By DanScott
except it will be 4 bytes, as I don't allocate...

except it will be 4 bytes, as I don't allocate the memory, it is 4 bytes of zeros in a chip data section
Forum: Nostalgia & memories 08 March 2020, 02:51
Replies: 31
Views: 1,242
Posted By DanScott
Definitely the Skid Row intro (coded by yours...

Definitely the Skid Row intro (coded by yours truly :D )
Forum: Coders. General 08 March 2020, 01:44
Replies: 129
Views: 6,556
Posted By DanScott
bravo!!! but again you are trying to...

bravo!!! but again you are trying to over-simplify something that already is relatively quite simple in the actual coin-op implementation... yes... attack frames have a "do damage" box.... you only...
Forum: Coders. Asm / Hardware 07 March 2020, 18:38
Replies: 10
Views: 535
Posted By DanScott
That's how I've always done it, but I am...

That's how I've always done it, but I am currently working on some size limited production, so thinking of ways to decrease code size for setting up sprite ptrs to null sprites etc...:)
Forum: Coders. Asm / Hardware 07 March 2020, 16:50
Replies: 10
Views: 535
Posted By DanScott
Pointer to blank (null) hardware sprite

I read somewhere (can't remember where or when) about pointing null sprites to address zero, and clearing the long word at that address... is this safe to do ?
Forum: Coders. General 02 March 2020, 23:43
Replies: 129
Views: 6,556
Posted By DanScott
:banghead:banghead:banghead:banghead:banghead:bang...

:banghead:banghead:banghead:banghead:banghead:banghead:banghead:banghead
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