Media Summary: The Bob routine is optimized and made less specialized, and I play around with the bobs to show masking and clipping. A margin ... Tried another codec and it turned out to be horrible, sorry about the glitches. The first steps from getting an I drew a cloud-shaped bob for our sky and talk about graphics conversion and Blitter Minterms, and blit the bob to our new ...

Amiga Hardware Programming 43 Would - Detailed Analysis & Overview

The Bob routine is optimized and made less specialized, and I play around with the bobs to show masking and clipping. A margin ... Tried another codec and it turned out to be horrible, sorry about the glitches. The first steps from getting an I drew a cloud-shaped bob for our sky and talk about graphics conversion and Blitter Minterms, and blit the bob to our new ... I add clouds of varying sizes, after implementing double buffering. I've added chapters to the video for ease of navigation. Here I show one way to make a star field effect, using only one sprite channel. Do comment with your randomizer values or ... Shows how and where to add the P6109 playroutine and compressed P61 module, and cut-and-paste relevant portions of the ...

Explains subpixel acceleration on the scroller and how to manually make a nicer looking background color fade. In other words ... We make our demo a bit more system friendly using SECTIONs and stack to preserve registers and give our a code better ... Refinements to make it proper: twice as many random stars, covering the whole screen, and optimization. This tutorial is a standalone description of how to convert a Protracker module to the P61 format, how to use the new playroutine ... This is the first episode in an introductory series about

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Amiga Hardware Programming 43 - Would you like to play with Bob?
Amiga Hardware Programming 4 - System OFF, please
Amiga Hardware Programming 42 - Bob Conversion and Blitting
Amiga Hardware Programming 44 - Double Buffering and Bob Layers
Amiga Hardware Programming 3 - Move that rasterline
Amiga Hardware Programming 39 - Starfield
Amiga Hardware Programming 30 - Adding music to the demo
Amiga Hardware Programming 2 - Make a rasterline
Amiga Hardware Programming 31 - Coppershades, slower bounce
Amiga Hardware Programming 12 - Bitplane manipulation, program structure, and the stack
Amiga Hardware Programming 40 - Starfield, part 2
Amiga Hardware Programming 29 - How to use The Player playroutine
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Amiga Hardware Programming 43 - Would you like to play with Bob?

Amiga Hardware Programming 43 - Would you like to play with Bob?

The Bob routine is optimized and made less specialized, and I play around with the bobs to show masking and clipping. A margin ...

Amiga Hardware Programming 4 - System OFF, please

Amiga Hardware Programming 4 - System OFF, please

Tried another codec and it turned out to be horrible, sorry about the glitches. The first steps from getting an

Amiga Hardware Programming 42 - Bob Conversion and Blitting

Amiga Hardware Programming 42 - Bob Conversion and Blitting

I drew a cloud-shaped bob for our sky and talk about graphics conversion and Blitter Minterms, and blit the bob to our new ...

Amiga Hardware Programming 44 - Double Buffering and Bob Layers

Amiga Hardware Programming 44 - Double Buffering and Bob Layers

I add clouds of varying sizes, after implementing double buffering. I've added chapters to the video for ease of navigation.

Amiga Hardware Programming 3 - Move that rasterline

Amiga Hardware Programming 3 - Move that rasterline

The first steps from getting an

Amiga Hardware Programming 39 - Starfield

Amiga Hardware Programming 39 - Starfield

Here I show one way to make a star field effect, using only one sprite channel. Do comment with your randomizer values or ...

Amiga Hardware Programming 30 - Adding music to the demo

Amiga Hardware Programming 30 - Adding music to the demo

Shows how and where to add the P6109 playroutine and compressed P61 module, and cut-and-paste relevant portions of the ...

Amiga Hardware Programming 2 - Make a rasterline

Amiga Hardware Programming 2 - Make a rasterline

The first steps from getting an

Amiga Hardware Programming 31 - Coppershades, slower bounce

Amiga Hardware Programming 31 - Coppershades, slower bounce

Explains subpixel acceleration on the scroller and how to manually make a nicer looking background color fade. In other words ...

Amiga Hardware Programming 12 - Bitplane manipulation, program structure, and the stack

Amiga Hardware Programming 12 - Bitplane manipulation, program structure, and the stack

We make our demo a bit more system friendly using SECTIONs and stack to preserve registers and give our a code better ...

Amiga Hardware Programming 40 - Starfield, part 2

Amiga Hardware Programming 40 - Starfield, part 2

Refinements to make it proper: twice as many random stars, covering the whole screen, and optimization.

Amiga Hardware Programming 29 - How to use The Player playroutine

Amiga Hardware Programming 29 - How to use The Player playroutine

This tutorial is a standalone description of how to convert a Protracker module to the P61 format, how to use the new playroutine ...

Amiga Hardware Programming in C Part 1 - Introduction

Amiga Hardware Programming in C Part 1 - Introduction

This is the first episode in an introductory series about