Media Summary: Here I show one way to make a star field effect, using only one sprite channel. Do comment with your randomizer values or ... I drew a cloud-shaped bob for our sky and talk about graphics conversion and Blitter Minterms, and blit the bob to our new ... Refinements to make it proper: twice as many random stars, covering the whole screen, and optimization.

Hardware Programming On Amiga With - Detailed Analysis & Overview

Here I show one way to make a star field effect, using only one sprite channel. Do comment with your randomizer values or ... I drew a cloud-shaped bob for our sky and talk about graphics conversion and Blitter Minterms, and blit the bob to our new ... Refinements to make it proper: twice as many random stars, covering the whole screen, and optimization. This was recorded late on a Saturday night, so I'm sorry if I sound intoxicated :) This episode shows how to set and restore DMA ... Tried another codec and it turned out to be horrible, sorry about the glitches. The first steps from getting an The clouds mirrored and colors tweaked, the raster bar priority is fixed. 23 mins in, I mention scripting methods for actions.

We make our demo a bit more system friendly using SECTIONs and stack to preserve registers and give our a This tutorial is a standalone description of how to convert a Protracker module to the P61 format, how to use the new playroutine ... I address assembler compatibility and directives, and convert our demo to Dual Playfield Mode for the next effect. Coppershade's ... Explains modulo and shows how to mirror graphics vertically with the copper, and how to make a metal plate of sorts using ... This part hopes to give a general outline to getting started drawing graphics in DPaint, and shows how to convert the picture to ... OK, so we're gearing up to finish the demo. First up is swapping out the logo, and using a macro to save repeated declarations, ...

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Amiga Hardware Programming 39 - Starfield
Amiga Hardware Programming 42 - Bob Conversion and Blitting
Amiga Hardware Programming 40 - Starfield, part 2
Amiga Hardware Programming 9 - DMA control and sprites
Amiga Hardware Programming 4 - System OFF, please
Amiga Hardware Programming 45 - Design Tweaks and Scroll Commands
Amiga Hardware Programming 12 - Bitplane manipulation, program structure, and the stack
Amiga Hardware Programming 29 - How to use The Player playroutine
Amiga Hardware Programming 2 - Make a rasterline
Amiga Hardware Programming 41 - Dual Playfield Mode
Amiga Hardware Programming 34 - Mirror effect
Amiga Hardware Programming 10 - Deluxe Paint and IFFconv
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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 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 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 9 - DMA control and sprites

Amiga Hardware Programming 9 - DMA control and sprites

This was recorded late on a Saturday night, so I'm sorry if I sound intoxicated :) This episode shows how to set and restore DMA ...

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 45 - Design Tweaks and Scroll Commands

Amiga Hardware Programming 45 - Design Tweaks and Scroll Commands

The clouds mirrored and colors tweaked, the raster bar priority is fixed. 23 mins in, I mention scripting methods for actions.

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

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 2 - Make a rasterline

Amiga Hardware Programming 2 - Make a rasterline

The first steps from getting an

Amiga Hardware Programming 41 - Dual Playfield Mode

Amiga Hardware Programming 41 - Dual Playfield Mode

I address assembler compatibility and directives, and convert our demo to Dual Playfield Mode for the next effect. Coppershade's ...

Amiga Hardware Programming 34 - Mirror effect

Amiga Hardware Programming 34 - Mirror effect

Explains modulo and shows how to mirror graphics vertically with the copper, and how to make a metal plate of sorts using ...

Amiga Hardware Programming 10 - Deluxe Paint and IFFconv

Amiga Hardware Programming 10 - Deluxe Paint and IFFconv

This part hopes to give a general outline to getting started drawing graphics in DPaint, and shows how to convert the picture to ...

Amiga Hardware Programming 35 - Design and Macros

Amiga Hardware Programming 35 - Design and Macros

OK, so we're gearing up to finish the demo. First up is swapping out the logo, and using a macro to save repeated declarations, ...