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#1 |
Registered User
Join Date: Sep 2006
Location: france, bdr
Age: 47
Posts: 92
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AmigaGS Project Reborn
Hi all.
AmigaGS is an old project I've started some years ago ( 5+ ). It stopped due to work, and other things of the life that didn't leave me enough free time to work on but now, I want to restart the project so, I post here a brief descrption of the project. The project may work from Amiga 500 up to Amiga 1200 with 68060. What does AmigaGS is ? AmigaGS mean "Amiga Game Studio". It's a game development environement for all 680x0 Amiga(s). It contain a set of .LIBRARY and DevPAC 3 Macros. In Which langage is developed AmigaGS ? I use DevPAC 3 How does it work ? In fact, it's quite simple. You have a MACRO to setup AmigaGS. It will then check which CPU is in your computer, which graphic chipset and will open the .LIBRARY optimised for the corresponding CPU/Graphic chipset. After this, you'll have a set of MACRO(s) that will define PSEUDO-BASIC-COMMANDS (I'll call them PBC later). PBC will call the DLL to execute internal commands. Each library cover a range og PBC commands. For example, you have an IMAGE Library that handle things like : Get Image, Paste Image, Image Width(), Image Height() What are the actual limitations ? Actually AmigaGS works only with : 68000, 68020, 68030, 68040, 68060, 68881/2, ECS, AGA it does not handle CGX, RTG but, it own internal C2P functions to display 3D on AGA screens. Project Status ? The project contain some Library that are fully working: Devices/FileIO.Library: Load/Save Files, Read Bytes,Word,Long, Float, String from files. Devices/Joystick.Library: Handle standard (1 or 2 buttons) and CD32 joypad. Graphics/Chunky: Handle C2P functions for 68020/68040 CPU optimised. Graphics/DisplayAGA: Handle AGA display Graphics/Screens: Handle ECS/AGA chipram screens. Graphics/Fonts: Handle text fonts (not fully working) Graphics/Icons: Handle CPU/Blitter images (make image, paste image, etc... ) Graphics/Format: Handle LBM/Raw image loading/saving Graphics/Effects: Handle some effects like old Super Nintendo mosaics. Maths/Trigo: Handle maths like Cos/Sin, etc... for CPU/FPU Memory/Management: Handle memory management (memblocks, ramblocks) System/Control: To alter CPU/Caching methods. I will probably change the Library organisation for a better optimised one. If many people feel interested in the project, I will make it reborn ![]() I can also post a link for a demo of the actual build. |
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#2 |
Registered User
Join Date: Jan 2005
Location: 62-France
Age: 55
Posts: 413
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hello
french are productive on the amiga I see ![]() BTW, I have reading 2 time this post and think: It's a scala ,shoot em'up construction kit or RSI demomaker ???? It's hard to understand for me the description who seemed to be made for co-developper wanted ??? The work done for this wonderfull project, I imagine, was high and this project is done but need uptodate for gfx cards, for example, or need always a lots of job ??? well done for the job and hope this project could see the light again. Last edited by mrodfr; 05 September 2006 at 20:03. |
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#3 |
Registered User
Join Date: Sep 2006
Location: france, bdr
Age: 47
Posts: 92
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In fact AmigaGS is a set of Library/MACROS to help code games in a faster way.
It give commands like in BASIC langage directly in ASM. Actually, no editor is planed but maybe later... it's not a game maker. |
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