21 November 2017, 22:05 | #101 |
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Hi OmegaMax,
there is a small error in your sources: you move the base of Gfx in a6 after opening it, then you call CloseLibrary (-414) without moving ExecBase in a6; so you are calling Gfx FreeSprite. Last edited by DH; 21 November 2017 at 22:45. Reason: Deleted direct signature |
22 November 2017, 00:10 | #102 |
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Thanks DrCinicus,I didn't notice it will fix sources tonight/tomorrow.
Last edited by OmegaMax; 22 November 2017 at 00:17. |
22 November 2017, 00:33 | #103 |
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Thank you idrougge,I'm new to programming amiga hardware,and thought it would be a good idea to share what I learnt with others.
Last edited by OmegaMax; 22 November 2017 at 19:19. |
22 November 2017, 18:09 | #104 |
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Building off BitPlane and sprite examples
Code:
;=========================================================================== ; Display 2 BitPlanes Tile and Eight Sprites with Simple Vertical Movement ;=========================================================================== section Tutorial,code_c move.l 4,a6 ;Get base of exec lib lea gfxlib(pc),a1 ;Address of gfxlib string to a1 jsr OpenLib(a6) ;Call OpenLibrary() move.l d0,gfxbase ;Save base of graphics library ;------------------------------------------------------------------------- SetupBitPlanePointers: move.l #BitPlane1,d0 move.w d0,BitPlane0PtrL swap d0 move.w d0,BitPlane0PtrH move.l #BitPlane2,d0 move.w d0,BitPlane1PtrL swap d0 move.w d0,BitPlane1PtrH ;------------------------------------------------------------------------- SetupSpritePointers: move.l #BoxSprite0,d0 move.w d0,Sprite0L swap d0 move.w d0,Sprite0H move.l #BoxSprite1,d0 move.w d0,Sprite1L swap d0 move.w d0,Sprite1H move.l #BoxSprite2,d0 move.w d0,Sprite2L swap d0 move.w d0,Sprite2H move.l #BoxSprite3,d0 move.w d0,Sprite3L swap d0 move.w d0,Sprite3H move.l #BoxSprite4,d0 move.w d0,Sprite4L swap d0 move.w d0,Sprite4H move.l #BoxSprite5,d0 move.w d0,Sprite5L swap d0 move.w d0,Sprite5H move.l #BoxSprite6,d0 move.w d0,Sprite6L swap d0 move.w d0,Sprite6H move.l #BoxSprite7,d0 move.w d0,Sprite7L swap d0 move.w d0,Sprite7H ;------------------------------------------------------------------------- Draw2BitPlaneTilesToScreen: move.l #BitPlane1,a0 move.l #BitPlane2,a1 move.l #Tile1BitPlane1,a2 move.l #Tile1BitPlane2,a3 move.l #15,d0 ;Tile Data Lenght move.l #19,d1 ;Tiles Drawn Count move.l #12,d2 ;Rows Counter DrawLoop: move.w (a2)+,(a0) move.w (a3)+,(a1) add.l #40,a0 ;Screenwidth/8 '320/8' add.l #40,a1 dbra d0,DrawLoop sub.l #638,a0 sub.l #638,a1 ; move.l #Tile1BitPlane1,a2 ;Reset TileBitPlane1 Address Pointer move.l #Tile1BitPlane2,a3 ;Reset TileBitPlane2 Address Pointer move.l #15,d0 ;Tile Lenght "reset tile length counter" dbra d1,DrawLoop add.l #600,a0 add.l #600,a1 move.l #19,d1 ;Tiles Drawn Count dbra d2,DrawLoop lea SpriteMovementDir,a2 ;------------------------------------------------------------------------- ;Setup Sprite Movement Directions ;------------------------------------------------------------------------- move.b #1,0(a2) move.b #2,1(a2) move.b #1,2(a2) move.b #2,3(a2) move.b #1,4(a2) move.b #2,5(a2) move.b #1,6(a2) move.b #2,7(a2) move.l #CopperList,$dff080 mouse: jsr WaitVertical jsr SpriteLogic TestMouse: btst #6,$bfe001 ;Left mouse clicked? bne mouse ;No,continue loop until mouse pressed move.l gfxbase(pc),a1 ;Base of graphics.library to a1 move.l 38(a1),$dff080 ;Restore old copperlist jsr -414(a6) ;Call CloseLibrary() moveq #0,d0 rts ;------------------------------------------------------------------------- WaitVertical: VWaitloop1: cmp.b #255,$dff006 bne VWaitloop1 VWaitloop2: cmp.b #255,$dff006 beq VWaitloop2 rts ;------------------------------------------------------------------------- SpriteLogic: lea SpritePointerTable,a0 lea SpriteMovementDir,a2 move.l #7,d2 ;Number of active sprites SpriteLogicLoop: move.l (a0)+,a1 bsr TestSpriteDirection add.l #1,a2 ;Add 1 for next sprite direction dbra d2,SpriteLogicLoop rts ;------------------------------------------------------------------------- TestSpriteDirection: cmp.b #1,(a2) beq MoveDown cmp.b #2,(a2) beq MoveUp rts MoveUp: cmp.b #44,0(a1) bne MoveUpContinue move.b #1,(a2) rts MoveUpContinue: sub.b #1,0(a1) ;Subtract 1 Sprite Y Position Start sub.b #1,2(a1) ;Subtract 1 Sprite Y Position End rts MoveDown: cmp.b #252,2(a1) bne MoveDownContinue move.b #2,(a2) rts MoveDownContinue: add.b #1,0(a1) ;Add 1 Sprite Y Position Start add.b #1,2(a1) ;Add 1 Sprite Y Position End rts ;------------------------------------------------------------------------- SpritePointerTable: dc.l BoxSprite0 dc.l BoxSprite1 dc.l BoxSprite2 dc.l BoxSprite3 dc.l BoxSprite4 dc.l BoxSprite5 dc.l BoxSprite6 dc.l BoxSprite7 ;=========================================================================== CopperList: dc.w $008e,$2c81,$0090,$3fc1 ; Setting up display, dc.w $0092,$0038,$0094,$00d0 ; modulo and so on dc.w $0102,$0000,$0104,$0020 ;Sprite Priority"On" infront of Playfield dc.w $0106,$0000,$0108,$0000 dc.w $010a,$0000 ;------------------------------------------------------------------------- ;SpritePointers ;------------------------------------------------------------------------- dc.w SpritePointer0H ;$0120 Sprite0H: dc.w $0 dc.w SpritePointer0L ;$0122 Sprite0L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer1H ;$0124 Sprite1H: dc.w $0 dc.w SpritePointer1L ;$0126 Sprite1L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer2H ;$0128 Sprite2H: dc.w $0 dc.w SpritePointer2L ;$012a Sprite2L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer3H ;$012c Sprite3H: dc.w $0 dc.w SpritePointer3L ;$012e Sprite3L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer4H ;$0130 Sprite4H: dc.w $0 dc.w SpritePointer4L ;$0132 Sprite4L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer5H ;$0134 Sprite5H: dc.w $0 dc.w SpritePointer5L ;$0136 Sprite5L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer6H ;$0138 Sprite6H: dc.w $0 dc.w SpritePointer6L ;$013a Sprite6L: dc.w $0 ;------------------------------------------------------------------------- dc.w SpritePointer7H ;$013c Sprite7H: dc.w $0 dc.w SpritePointer7L ;$013e Sprite7L: dc.w $0 ;------------------------------------------------------------------------- ; Setting up the colors ;------------------------------------------------------------------------- dc.w BitPlaneColor0,$0000,BitPlaneColor1,$0a00 dc.w BitPlaneColor2,$0700,BitPlaneColor3,$0f48 dc.w Sprite0_1Color1,$00a0 ;Sprites 0 & 1 color 1 dc.w Sprite0_1Color2,$0080 ;Sprites 0 & 1 color 2 dc.w Sprite0_1Color3,$0050 ;Sprites 0 & 1 color 3 dc.w Sprite2_3Color1,$0a0a ;Sprites 2 & 3 color 1 dc.w Sprite2_3Color2,$0808 ;Sprites 2 & 3 color 2 dc.w Sprite2_3Color3,$0505 ;Sprites 2 & 3 color 3 dc.w Sprite4_5Color1,$000f ;Sprites 4 & 5 color 1 dc.w Sprite4_5Color2,$000a ;Sprites 4 & 5 color 2 dc.w Sprite4_5Color3,$0008 ;Sprites 4 & 5 color 3 dc.w Sprite6_7Color1,$0aa0 ;Sprites 6 & 7 color 1 dc.w Sprite6_7Color2,$0880 ;Sprites 6 & 7 color 2 dc.w Sprite6_7Color3,$0550 ;Sprites 6 & 7 color 3 ;------------------------------------------------------------------------- dc.w $0100,$2200 ;2 Bitplanes,Color Burst ;------------------------------------------------------------------------- BitPlanePointers: ;------------------------------------------------------------------------- dc.w BitPlane0PointerH BitPlane0PtrH: dc.w $0000 dc.w BitPlane0PointerL BitPlane0PtrL: dc.w $0000 dc.w BitPlane1PointerH BitPlane1PtrH: dc.w $0000 dc.w BitPlane1PointerL BitPlane1PtrL: dc.w $0000 dc.w $ffff,$fffe ;----------------------------------------------- Tile1BitPlane1: ;BitPlane1 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 dc.w %1111111111111111 Tile1BitPlane2: ;BitPlane2 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %1111111100000000 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 dc.w %0000000011111111 ;----------------------------------------------- BoxSprite0: dc.b 160 ;Sprite Y Position Start dc.b 100 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite1: dc.b 160 ;Sprite Y Position Start dc.b 110 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite2: dc.b 120 ;Sprite Y Position Start dc.b 120 ;Sprite X Position Start dc.b 137 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite3: dc.b 150 ;Sprite Y Position Start dc.b 130 ;Sprite X Position Start dc.b 167 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite4: dc.b 160 ;Sprite Y Position Start dc.b 140 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite5: dc.b 160 ;Sprite Y Position Start dc.b 150 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite6: dc.b 180 ;Sprite Y Position Start dc.b 160 ;Sprite X Position Start dc.b 197 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- BoxSprite7: dc.b 160 ;Sprite Y Position Start dc.b 170 ;Sprite X Position Start dc.b 177 ;Sprite Y Position End dc.b 0 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100111111110011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1100000000000011,%0011111111111100 dc.w %1111111111111111,%0000000000000000 dc.w %1111111111111111,%0000000000000000 dc.w 0,0 ;End of the sprite. ;----------------------------------------------- ;Equates ;----------------------------------------------- BitPlaneColor0 equ $0180 BitPlaneColor1 equ $0182 BitPlaneColor2 equ $0184 BitPlaneColor3 equ $0186 SpritePointer0H equ $0120 SpritePointer0L equ $0122 SpritePointer1H equ $0124 SpritePointer1L equ $0126 SpritePointer2H equ $0128 SpritePointer2L equ $012a SpritePointer3H equ $012c SpritePointer3L equ $012e SpritePointer4H equ $0130 SpritePointer4L equ $0132 SpritePointer5H equ $0134 SpritePointer5L equ $0136 SpritePointer6H equ $0138 SpritePointer6L equ $013a SpritePointer7H equ $013c SpritePointer7L equ $013e Sprite0_1Color1 equ $01a2 Sprite0_1Color2 equ $01a4 Sprite0_1Color3 equ $01a6 Sprite2_3Color1 equ $01aa Sprite2_3Color2 equ $01ac Sprite2_3Color3 equ $01ae Sprite4_5Color1 equ $01b2 Sprite4_5Color2 equ $01b4 Sprite4_5Color3 equ $01b6 Sprite6_7Color1 equ $01ba Sprite6_7Color2 equ $01bc Sprite6_7Color3 equ $01be BitPlane0PointerH equ $00e0 BitPlane0PointerL equ $00e2 BitPlane1PointerH equ $00e4 BitPlane1PointerL equ $00e6 NullSprite EQU $0000 ;--------------------------------------------------------------- OpenLib equ -408 gfxlib: dc.b "graphics.library",0,0 gfxbase: dc.l 0 ;--------------------------------------------------------------- section blah,bss_c ;--------------------------------------------------------------- BitPlane1: ds.b 320*256/8*1 BitPlane2: ds.b 320*256/8*1 Offset ds.w 8 SpriteMovementDir ds.b 8 Last edited by OmegaMax; 24 November 2017 at 01:26. |
07 September 2019, 20:04 | #105 |
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On Aminet available "Italian Assembler Tutorial" and "Generic Sources For Italian Assembler Tutorial":
http://aminet.net/package/docs/help/...orso_Assembler http://aminet.net/package/docs/help/Ramjam_Corso_SRC |
17 September 2019, 08:29 | #106 |
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Are there any news on the english translation?
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21 September 2019, 17:23 | #107 |
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I have translated the Lesson 8,9 and 10 with help from google translate into german.
You can find the lessons now on Aminet. http://aminet.net/package/dev/asm/asm-kurs2 I would also buy the book in english. |
30 April 2020, 22:55 | #108 |
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Now you can find the next lessons on aminet.
(lesson 11 and 12 were translated into german.) http://aminet.net/package/dev/asm/asm-kurs3 For improvements contact me! |
04 December 2020, 20:33 | #109 |
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The next part is finish.
Lessons 13, 14 and 15 were translated into German. https://aminet.net/package/dev/asm/asm-kurs4 |
25 December 2020, 20:14 | #110 |
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Thanks Rock‘n Roll. Very useful
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10 October 2021, 19:09 | #111 |
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The 3D part is now also finish!
Lesson 17 and 18 were translated into german. (It was a long and hard run...) If you find any mistakes please contact me. https://aminet.net/package/dev/asm/asm-kurs5 |
11 October 2021, 00:54 | #112 |
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Like what sparhawk say " Are there any news on the english translation? "
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11 October 2021, 10:35 | #113 |
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Yes, where is the english translation? Nobody did it.
So in 2018 I started translating for myself because I wanted to know how the blitter works. Then later I decided to put my translation on Aminet. Maybe I'll just make only some germans happy. But you have now the italian and the german version and can translate this into english for the others. (Sorry, my english is not good enough, because I learnt russian at school.) |
11 October 2021, 14:12 | #114 |
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let me guess? former DDR ?
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11 October 2021, 18:51 | #115 |
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Yes, former GDR. But my russian today is very bad. Almost all is lost.
Today, I can only a few words and read the letters. In the Italian assembly course there are only a few files to translate. Maybe I will translate it also into english together with the german translation next year. That would be the last part then. |
20 October 2021, 05:38 | #116 |
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Wow I forgot about these as I did them when I was first learning the amiga hardware.What I did when I first started was use google translate with a few lesson of the ramjam tutorial..I then started looking at the debugger in a few games in winuae which taught me more than any tutorial would have.Even though this is for sega master system maybe this could help others understand bitplanes a tad more.
https://www.smspower.org/maxim/HowToProgram/Tiles Read these,you can use google to translate,make sure to read them all if your new to programming amiga. https://www.commodorespain.es/sprite...ipando-apidya/ Last edited by BippyM; 10 February 2022 at 02:35. |
21 October 2021, 11:20 | #117 | |
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Quote:
I'm looking forward to give it a verdict on LemonAmiga which it deserves! |
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31 December 2021, 15:02 | #118 |
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Really nice to see that now also an english translation is in progress.
With the english translation it is possible to optimize my german translation. I know there are some parts with a bad translation or lacks. https://github.com/rogerbratseth/Ami...r-on-Two-Disks I can not promise but it is my aim to publish a complete update with the last open files next year. Roger wrotes on his site: "Some raw image-files are missing from the package I have downloaded from the site above. You may need to make your own files to run and test some sources." In the german translation there is only one file missing in lesson 14 (audio). The other files are present. check here: https://aminet.net/package/dev/asm/asm-kurs4 |
01 January 2022, 01:55 | #119 |
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Hi.
I've just been having a quick look at some of the source on https://github.com/rogerbratseth/Ami...DISKS/SOURCES4 Does this tutorial use VBLANK $6c.w?? or is it 680x0 friendly? Right, found the answer here https://github.com/rogerbratseth/Ami...ES7/Startup2.S Last edited by redblade; 01 January 2022 at 02:02. Reason: Found the file |
10 February 2022, 02:36 | #120 |
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The github has been removed!
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