02 November 2011, 11:17 | #1 |
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newbe help
hi, i want to subscribe to the annual gamemaking contest but i know nothing about the amiga hw
i know the c language and a little to none of basic. i want to create an aga game, able to play also on the vanilla 1200. what language is best for me? my first option will be c+sdl , but the speed is good? here i have also hollywood registered, but it soesn't work on a vanilla 1200 (it need an rtg card) i have readed also some docs of the blitzbasic, but the initcopperlist scare me (and if i use the dbl_display.include of bb3 the speed is good on 020?) the gamesmith seems good but i don't want to use dice, i will prefer to cross comile from win( gamesmith is compatible with gcc? ) what are yours advices ? |
02 November 2011, 21:44 | #2 |
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GameSmith is not compatible with GCC's .a format for object code. Also the recommended compiler to use with GameSmith is SAS/C rather than the crippled version of DICE that it comes with.
I'd recommend that you learn Graphics.library first in C first before messing with API wrappers. The only thing I wouldn't recommend is AnimOb structures and the Animate() command because they have longword alignment issues that prevent them from working properly on the '020+. |
02 November 2011, 23:40 | #3 | |
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Quote:
Last edited by Raislin77it; 02 November 2011 at 23:45. |
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03 November 2011, 02:22 | #4 | |
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Quote:
Also, you mentioned SDL. Avoid using SDL on a Classic Amiga because it will only work with a graphics card and, even still, will be very slow even with one. |
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03 November 2011, 03:18 | #5 | |
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03 November 2011, 03:53 | #6 |
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Since every longword in the AnimOb structure except a minimum list node at the beginning is misaligned causing the speed penalty to be compounded to such a wild extent that I'd say such a design only works properly on 16-bit Amigas. (Although adding a padword to the beginning of the structure before you allocate it would be a quick and easy fix, I've been told that the Animate() subroutine is only about 250 bytes of code and easily duplicated.)
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03 November 2011, 05:22 | #7 | |
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03 November 2011, 18:34 | #8 |
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@matthey
The Animate() function accesses all AnimOb structures in a loop and the items are accessed only once per iteration for the most part. That means the data cache loading will not be there. You're better off reinventing the wheel for this one. |
28 January 2012, 01:33 | #9 |
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i have another question, i have a palette , how i can fade it?
the palette is apointer to an array of long (via loadrgb32 so AGA) how can i obtrain the r,g,b value ? wow i've founded on aminet what i was searching: FaderFunct.lha Last edited by Raislin77it; 28 January 2012 at 14:15. |
08 February 2012, 10:28 | #10 |
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i have another problem
(fixed) Last edited by Raislin77it; 10 February 2012 at 09:29. Reason: fixed the problem |
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