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Forum: Coders. General Yesterday, 12:13
Replies: 527
Views: 41,182
Posted By DanScott
I think Metal Slug should definitely be...

I think Metal Slug should definitely be achievable on Amiga, with that directory structure
Forum: Nostalgia & memories 24 November 2019, 20:11
Replies: 65
Views: 16,819
Posted By DanScott
Nice conversion.. but to me, the 2nd arpeggio in...

Nice conversion.. but to me, the 2nd arpeggio in the pattern sounds wrong (wrong chord) ??
Forum: Coders. Asm / Hardware 23 November 2019, 01:12
Replies: 36
Views: 3,234
Posted By DanScott
As I mentioned a couple of posts up, this is not...

As I mentioned a couple of posts up, this is not necessarily the case, as often (in all the games I made anyway), colour 0 would / could also be used in the bob graphics data
Forum: Coders. Asm / Hardware 22 November 2019, 14:47
Replies: 18
Views: 692
Posted By DanScott
you could store your 3 pixel wide data in a low...

you could store your 3 pixel wide data in a low word of a data register, shifted to the pixel position

and then:

move.b d0,1(a0)
ror.w #8,d0
move.b d0,0(a0)

a0 can point to an odd address...
Forum: Coders. Asm / Hardware 19 November 2019, 01:24
Replies: 36
Views: 3,234
Posted By DanScott
plus it makes it easy to determine minterms value...

plus it makes it easy to determine minterms value for "strange" and custom blitter operaions ;)
Forum: Coders. Asm / Hardware 19 November 2019, 01:23
Replies: 36
Views: 3,234
Posted By DanScott
Bulk of your quote removed but yes, I use this...

Bulk of your quote removed but yes, I use this truth table method. To me it is the easiest way to caclulate the minterm for the desired result based on source (ABC) and dest (D)

A lot easier than...
Forum: Coders. Asm / Hardware 19 November 2019, 01:20
Replies: 36
Views: 3,234
Posted By DanScott
THe only way to guarantee a proper "mask" is to...

THe only way to guarantee a proper "mask" is to have it hand drawn. Most times, colour 0 will be black, but still you need this "cutout" pixel in the mask
Forum: Coders. Asm / Hardware 18 November 2019, 10:12
Replies: 36
Views: 3,234
Posted By DanScott
A and B will be your source bob & mask (as those...

A and B will be your source bob & mask (as those are the 2 channels that you can shift)
Forum: Coders. General 09 November 2019, 22:50
Replies: 28
Views: 1,095
Posted By DanScott
I just wonder if ultimately this (quaternions)...

I just wonder if ultimately this (quaternions) would be slower than standard 3x3 matrix math on Amiga?

Btw, I work in Unity on a daily basis, and most of the maths is "under the hood" so to...
Forum: Coders. General 08 November 2019, 16:31
Replies: 2,263
Views: 347,643
Posted By DanScott
Surely you only need to store the tiles / sprites...

Surely you only need to store the tiles / sprites that are used on each level... load them from disk between levels
Forum: Coders. General 07 November 2019, 21:59
Replies: 2,263
Views: 347,643
Posted By DanScott
And how many games required ECS back in the day??...

And how many games required ECS back in the day??

basically, you target OCS/ECS or AGA

would be stupid to only target ECS... and I am sure many (most) would agree
Forum: Coders. General 07 November 2019, 20:55
Replies: 2,263
Views: 347,643
Posted By DanScott
I think the original Agnus in A1000 can address...

I think the original Agnus in A1000 can address 512k, and the "fatter" agnus 1mb although I am not 100% sure if all A500's had the fat one from the start
Forum: Coders. General 07 November 2019, 20:54
Replies: 2,263
Views: 347,643
Posted By DanScott
My honest opinion is... do a game in 16 colours,...

My honest opinion is... do a game in 16 colours, using some nice sprite tricks for the parallax.. and find a good artist that can work in 16 colours (there are quite a few around).. and produce...
Forum: Coders. General 07 November 2019, 20:52
Replies: 2,263
Views: 347,643
Posted By DanScott
Noboday wants ECS only though.. so it's pointless

Noboday wants ECS only though.. so it's pointless
Forum: Coders. General 07 November 2019, 20:42
Replies: 2,263
Views: 347,643
Posted By DanScott
the advantage being ?

the advantage being ?
Forum: Coders. General 07 November 2019, 20:40
Replies: 2,263
Views: 347,643
Posted By DanScott
Good luck :D :D

Good luck :D :D
Forum: Retrogaming General Discussion 07 November 2019, 20:39
Replies: 266
Views: 30,065
Posted By DanScott
Kempston Competition Pro

Kempston Competition Pro
Forum: Coders. General 07 November 2019, 19:07
Replies: 2,263
Views: 347,643
Posted By DanScott
I personally would use a 16 colour screen, using...

I personally would use a 16 colour screen, using maybe 4 sprites for Rygar player, and 4 sprites for the background parallax... sure the background would have to repeat a little more, but using some...
Forum: Retrogaming General Discussion 07 November 2019, 01:00
Replies: 14
Views: 740
Posted By DanScott
I'd imagine it is quite rare, because (as a game...

I'd imagine it is quite rare, because (as a game developer) I can say that a lot of gameplay is based around the visible "area" around the character
Forum: Coders. Asm / Hardware 06 November 2019, 15:09
Replies: 18
Views: 835
Posted By DanScott
you will probably find in most shooters, that a...

you will probably find in most shooters, that a bullet travelling along the X axis would have a velocity of (16,0), along the Y axis (0,16) and at 45 degrees (16,16)

This is much simpler to...
Forum: Coders. Asm / Hardware 06 November 2019, 14:54
Replies: 18
Views: 835
Posted By DanScott
https://plutiedev.com/angle-math#get-angle ...

https://plutiedev.com/angle-math#get-angle

You could shift down your dx and dy until both are in a range that allows you to use a smaller lookup
Forum: Amiga scene 06 November 2019, 00:31
Replies: 268
Views: 26,843
Posted By DanScott
Post your "test" demo as an ADF, let's see how it...

Post your "test" demo as an ADF, let's see how it works
Forum: Coders. Asm / Hardware 05 November 2019, 00:24
Replies: 17
Views: 969
Posted By DanScott
yes... so you just reduce the blitsize width, and...

yes... so you just reduce the blitsize width, and increase the modulos of the source and dest blitter A,B,C & D pointers
by 2 for each word you want to reduce in size by.

As i mentioned, it's...
Forum: Coders. Asm / Hardware 04 November 2019, 19:51
Replies: 17
Views: 969
Posted By DanScott
Maybe your bob is 64 pixels wide ;) It always...

Maybe your bob is 64 pixels wide ;) It always pays to write a generic routine if possible to handle any sized blitter object. Unless you know they will never be more than "x" words wide.. then you...
Forum: Coders. Asm / Hardware 04 November 2019, 15:28
Replies: 17
Views: 969
Posted By DanScott
And for the left/right, you need to have a screen...

And for the left/right, you need to have a screen buffer that is 16 pixels (2 bytes) wider than the display area (use modulo to correct the bitplane display).

Then you have to reduce the bob width...
Forum: Coders. General 04 November 2019, 00:14
Replies: 74
Views: 5,923
Posted By DanScott
LZ4 was essential for the infinite roto-zoomer......

LZ4 was essential for the infinite roto-zoomer... had 128 frames to decompress the next image to be used, with about 30-45% of a frame free for the background decompression (actually less, as there...
Forum: Coders. General 30 October 2019, 11:56
Replies: 5
Views: 389
Posted By DanScott
http://eab.abime.net/showthread.php?t=69602&highli...

http://eab.abime.net/showthread.php?t=69602&highlight=64k+boundary
Forum: Coders. Asm / Hardware 28 October 2019, 15:15
Replies: 34
Views: 2,055
Posted By DanScott
If you want to see just what can be done with...

If you want to see just what can be done with sprites, then Codetapper's website has some good examples of practical usage:

https://codetapper.com/amiga/sprite-tricks/
Forum: support.Demos 28 October 2019, 00:33
Replies: 15
Views: 1,398
Posted By DanScott
this is all in the lead up to our final version...

this is all in the lead up to our final version release including HDD installable version.

We are hoping to get it released next weekend for a final 100% version
Forum: support.Demos 28 October 2019, 00:31
Replies: 15
Views: 1,398
Posted By DanScott
"De Profundis" demo - testers required with accelerated Amigas

Hey everyone,

Looking for some testers for our final release of "De Profundis" demo.

Particularly looking for people with 060 or similar, no standard amiga setups including AGA etc...

Send...
Forum: Amiga scene 25 October 2019, 11:07
Replies: 268
Views: 26,843
Posted By DanScott
It should work on AGA... you just need to enable...

It should work on AGA... you just need to enable regular HAM mode with the "mask" actually set as full bitplanes for planes 5 and 6
Forum: Games images which need to be WHDified 22 October 2019, 21:58
Replies: 1
Views: 685
Posted By DanScott
Hi, We are currently working still on the...

Hi,

We are currently working still on the HDD installable version of our De Profundis which also will have some bugs fixed, 020+ compatabiliy issues fixed, and a few extra bits and bobs.

So sit...
Forum: Retrogaming General Discussion 22 October 2019, 13:46
Replies: 24
Views: 968
Posted By DanScott
Generally, ST scroll routines in games were (in...

Generally, ST scroll routines in games were (in my experience at Core at least) created by having preshifted block "pairs".. then the tile data can be moved to the screen with simple moves... having...
Forum: Retrogaming General Discussion 22 October 2019, 12:18
Replies: 24
Views: 968
Posted By DanScott
If you know how "fast" scroll routines are done...

If you know how "fast" scroll routines are done on the Atari ST, you'll understand why the scroll mechanic is different from the Amiga ;)
Forum: Coders. General 22 October 2019, 11:29
Replies: 88
Views: 6,243
Posted By DanScott
True that is :)

True that is :)
Forum: Retrogaming General Discussion 22 October 2019, 00:09
Replies: 24
Views: 968
Posted By DanScott
If I was porting a game that originally was at...

If I was porting a game that originally was at 256x224 or 256x240, then I'd definitely try to keep the same size as the original. Makes for a much more accurate and authentic conversion (even if...
Forum: Retrogaming General Discussion 22 October 2019, 00:06
Replies: 24
Views: 968
Posted By DanScott
Looks like it's 224 on Amiga.. but not far off...

Looks like it's 224 on Amiga.. but not far off the original size.

Lots of masked blitting going off there though ;)
Forum: Retrogaming General Discussion 21 October 2019, 23:31
Replies: 24
Views: 968
Posted By DanScott
I believe the coin-op was running at 256x240...

I believe the coin-op was running at 256x240 resolution... I think the Amiga version is the same screen dimensions (although this resolution looks "smaller" on the Amiga)

Many coin-ops of that...
Forum: Graphics. Work In Progress 21 October 2019, 19:39
Replies: 11
Views: 1,354
Posted By DanScott
Honestly...those packs are not the best...

Honestly...those packs are not the best really.... maybe ok for prototyping.. but I'd definitely approach a proper Amiga pixel artist for gfx work ;)
Forum: Coders. General 19 October 2019, 15:51
Replies: 5
Views: 327
Posted By DanScott
0x000 to 0xFFF are the 4096 colour values. The...

0x000 to 0xFFF are the 4096 colour values. The Amiga doesn't have a fixed "palette" so to speak, in the sense of a fixed set of colours, as colour can be any 4bit component of R,G & B

Direct remap...
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