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Search: Posts Made By: DanScott
Forum: Coders. Asm / Hardware 03 August 2020, 19:43
Replies: 43
Views: 1,556
Posted By DanScott
I had hoped that would be clear :D:D Yes,...

I had hoped that would be clear :D:D

Yes, CPU will get every cycle it deserves without wasting cycles sat inside a BlitWait loop... and of course the copper blitter wait is also quite efficient ;)
Forum: Coders. Asm / Hardware 02 August 2020, 19:30
Replies: 43
Views: 1,556
Posted By DanScott
CPU not having to wait for blitter.. all blitting...

CPU not having to wait for blitter.. all blitting taken care of by copper, and CPU totally free to update game logic, and build all render info for the next frame.
Forum: Coders. General 26 July 2020, 21:03
Replies: 4
Views: 338
Posted By DanScott
#$FFFFFF8E is not -$8E ;) it's -$72

#$FFFFFF8E is not -$8E ;) it's -$72
Forum: Coders. Asm / Hardware 23 July 2020, 22:00
Replies: 6
Views: 590
Posted By DanScott
https://www.cubic.org/docs/backcull.htm

https://www.cubic.org/docs/backcull.htm
Forum: Coders. General 22 July 2020, 19:52
Replies: 16
Views: 1,383
Posted By DanScott
I seem to remember maybe Richard Aplin wrote code...

I seem to remember maybe Richard Aplin wrote code on one Amiga, and then sent it to another Amiga to run... but I might be wrong (hazy memories)
Forum: Coders. Blitz Basic 19 July 2020, 18:30
Replies: 7
Views: 442
Posted By DanScott
Border Blank won't work on OCS Amigas If you...

Border Blank won't work on OCS Amigas

If you want to retain 100% compatability for earler Amiga models, then you should not use colour 0, but another colour.

EDIT: just saw you are targetting...
Forum: Coders. Asm / Hardware 16 July 2020, 00:04
Replies: 224
Views: 21,040
Posted By DanScott
Apart from the usual "clears" and "fills", you'd...

Apart from the usual "clears" and "fills", you'd be suprised probably at how little the blitter really gets used (especially in my recent demos).. quite often to do things that are not exactly...
Forum: Coders. Asm / Hardware 09 July 2020, 10:05
Replies: 224
Views: 21,040
Posted By DanScott
I would imagine that the background layer and...

I would imagine that the background layer and foreground layer are drawn in 1 pass, combining the data (masking foreground against background) and then written to the screen buffer
Forum: Retrogaming General Discussion 08 July 2020, 14:54
Replies: 26
Views: 1,114
Posted By DanScott
Would it surprise many people, that the majority...

Would it surprise many people, that the majority of game source code is now lost in the midsts of time ?

I know for a fact that all the Core Design source code is long gone... perhaps a few bits...
Forum: Coders. Asm / Hardware 07 July 2020, 14:14
Replies: 224
Views: 21,040
Posted By DanScott
I would be interested to know what they used the...

I would be interested to know what they used the blitter for, as from what I can tell it runs identically to the ST version (perhaps the ST version slows down more, but the base speed appears to be...
Forum: Coders. Asm / Hardware 06 July 2020, 11:19
Replies: 224
Views: 21,040
Posted By DanScott
what about all the cannon attachments ?

what about all the cannon attachments ?
Forum: Coders. Asm / Hardware 03 June 2020, 10:21
Replies: 13
Views: 881
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 02 June 2020, 12:37
Replies: 13
Views: 881
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 02 June 2020, 12:30
Replies: 13
Views: 881
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: 1,331
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: 1,331
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: 904
Posted By DanScott
Saves 2 bytes

Saves 2 bytes
Forum: Retrogaming General Discussion 19 May 2020, 02:26
Replies: 324
Views: 23,579
Posted By DanScott
https://www.youtube.com/watch?v=Ej_0f41dadQ

https://www.youtube.com/watch?v=Ej_0f41dadQ
Forum: Retrogaming General Discussion 19 May 2020, 02:25
Replies: 324
Views: 23,579
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: 90
Views: 17,229
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: 34
Views: 3,435
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: 34
Views: 3,435
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...
Forum: Retrogaming General Discussion 11 May 2020, 22:15
Replies: 98
Views: 9,047
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: 11,448
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: 961
Posted By DanScott
http://aminet.net/package/util/pack/RNC_ProPack

http://aminet.net/package/util/pack/RNC_ProPack
Forum: Retrogaming General Discussion 29 April 2020, 19:07
Replies: 26
Views: 1,941
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
Forum: Retrogaming General Discussion 28 April 2020, 22:50
Replies: 13
Views: 1,125
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
Forum: Retrogaming General Discussion 28 April 2020, 22:49
Replies: 13
Views: 1,125
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: 658
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: 658
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...
Forum: project.Amiga Game Factory 20 April 2020, 22:54
Replies: 143
Views: 12,997
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: 4,871
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: 1,070
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: 4,871
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: 4,871
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: 1,196
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: 1,893
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: 1,351
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....
Forum: project.Amiga Game Factory 14 April 2020, 01:49
Replies: 143
Views: 12,997
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...
Forum: project.Amiga Game Factory 14 April 2020, 01:08
Replies: 143
Views: 12,997
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
Showing results 1 to 40 of 633

 
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