Recent Posts

Pages: [1] 2 3 ... 10
1
News / WinUAE 4.2.1
« Last post by 4pLaY on Today at 03:02:43 PM »
WinUAE 4.2.1 released.

4.2.0 bugs fixed:

-Picasso IV and uaegfx YUV (video) overlay fixed. Didnít affect RGB overlays.
-Reset/restart didnít reset overlay state.
-Graphics corruption in some AGA programs (for example Alien Breed 3D).

Old bugs fixed:

-PPC emulation + Picasso IV: some programs had incorrect colors (For example Shogo MAD).
-A2386SX bridgeboard unreliable/hanging floppy access fixed.
-Changing accelerator board options (jumpers etc) on the fly didnít do anything.
-Fixed hang when attempting to play physical CD32 CD with video tracks.
-Fixed crash when mounting UAE controller HDF with more than 30 partitions.

Get it here!
2
News / Report, Pixel Heaven 2019
« Last post by m0ns00n on May 19, 2019, 05:17:36 PM »
As you all ought to know by now, Friend Software Corp. is an Amiga related company that employs several ex/current Amiga enthusiasts. I have myself been active in the Amiga demo scene since I was a teenager, and have had the pleasure of meeting many great Amiga celebrities over the years. Especially through the company I founded. It has always impressed me how the Amiga insiders were so easily approachable. And I think they are part of the reason why the community has been so accessible.

One of Friend's chief engineers is Pawel Stefanski, known to the community as stefkos. He resides in Warsaw, Poland. For several years, we've had the pleasure of meeting his friends and contacts in this amazing city.

Many of Pawel's friends are active in the "retro" scene in Poland - a particularly warm hotspot of the computing/demo scene in Europe. One of them, Robert "Lapusz" Lapinski organizes Pixel Heaven, a great retro event that host visitors from all over the world.

This is the second year I have attended the event, which also offers a display of indie games and companies. It is with great pleasure that I was given a chance to present my project on stage, the Friend OS, to a sizable audience there. Of course, Friend was not the main attraction, but it was motivating to experience the feedback afterwards. It was lovely, and lots of people offered to help advance our OS and ecosystem.

Pixel Heaven is a large convention, with two indoor spaces and a large outdoor area with kiosks, tents and snack-bars. Inside, computing history is celebrated, and consoles as well as home computers from the late 70s till the mid 90s were on display. The amount of unique machines were impressive, and I saw several systems I hadn't seen before in person.

In between panel debates and speeches, visitors mass and mingle between old hardware, modern posters for new game releases and nostalgic "old-school" T-shirts and merchandise. The event was on the entire weekend, and each night, a couple of us came together and shared stories and ideas, bonding and building ties to each other and each other's projects.

Friend shared a stand with David Pleasance, here presenting his book, "Commodore: the Inside Story", and Steven Fletcher, presenting his documentary (and book) "the Commodore Story". Steven is also shooting a new documentary. Please google him for more information.

Commodore Amiga was heavily represented at the event, with blue-ray documentaries, memorabilia, computers and games on display, available to buy and test.

Many retro-geeks have transitioned into the indie scene, and several indie game companies were represented. These were offering games on PC or web. The amount of creativity and passion was infectious. Several companies offered VR experiences and a chance to test games on ultra-wide screen HD displays.

Francois Lionet was presenting his AMOS 2 programming language which is getting a fantastic update while allowing developers to port their old games to Javascript. AMOS 2 is going to be amazing once it is completed, as it is going to include features only found in modern languages for the first time.

All in all, the event was a great success, with plenty of people attending and lots of money changing hands between merchants and eager buyers.

I will definately be back in 2020. These events are becoming the backbone of the reinvigoration of the Amiga community, as well as for other systems and enthusiasts. Things are really moving in the Amiga world at the moment, and lots of people are spending quality time advancing the community. But you gotta be there or be square, as they say, so be sure to check out the next party where you can!

Please visit https://www.pixelheavenfest.com/ for more information on Pixel Heaven.

3
Interviews with Demosceners & Developers / Interview with Juen
« Last post by 4pLaY on May 16, 2019, 08:36:32 PM »
Hello Juen. Could you please introduce yourself to our readers?

Hi my name is Paul. I'm an ex Amiga demo scene guy called Juen. I was a member of such teams as Harvester, Appendix, Nah-Kolor, Resistance, Mawi and many others... In the old days I was a swapper and coder - mostly of several compilations and diskmags. Now after many years I've come back to make Amiga games as I always wanted to do. I live in Krakůw (Poland) and you will find me on many local meetings and demo parties!

When did you get interested in computers and what was your first computer?

28 years ago (7 year old Juen...) I got my first computer. That was an Atari 65 XE. First games, first basic programs and many articles from polish brand magazines like "Secrets Of Atari", "My Atari", "Bajtek or Radiotechnik". I was a child with big interests in programming. I wasn't that interested in playing games. Then, in 1992, I got my first Amiga 500. A mouse was something strange Ė I remember this utility for learning to use the mouse. That was a strange experience :D.

What Amiga(s) did you have in the past, and if you remember, what were the(ir) configuration(s)?

First, as I said, was an A500 with a memory expansion and Kickstart 3.1. Later I wanted to buy an A530 expansion but my friends forced me to buy an A1200 and leave ECS behind. That was a totally great idea! After I got the A1200 I bought a tower and a Blizzard PPC with 64MB of RAM. That was real fun! But unfortunately after some years my PPC died and I sold my Amiga. Now after my comeback I have an A500, A600, A1200 and a CDTV. All with some expansions. These computers are used to test my games.

Can you tell us how you got started programming on the Amiga?

Oh, the very first language I used was Amiga Basic. That was slow... but then I got to know AMOS. It was wonderful programming stuff (Hi Francois!). I wrote many weird utilities, some of my first games and other script-like software. A few years later I got my hands on Asm-One, my very first assembler which I'm still using today. I started learning assembler from one book made by Adam Doligalski (also hi!) which was available in polish bookstores, and from many articles in magazines. I have made many utilities, diskmags/compilations and some intros, but I never wrote a fully functional game. Back then I preferred system friendly programs, but now I code directly to the hardware.

What programming language/environment are you currently using to create Amiga software?

The sourcecode is prepared in Notepad++. That's a simple and fast solution on standard PCs. The assembled code is quickly checked in WinUAE with various configurations. Periodically and finally I run a full test on my Amiga 1200 (with different configurations). Sometimes I test on my CDTV or A600. I'm using local FTP to quickly transfer my files to the real Amiga or burn CDs for the CDTV. And of course I'm still using Asm-One. For graphics conversions from IFF to RAW format, to make tiles and sprites etc, I always use a software package named AgaIFF.

Could you tell us a bit about what you have created for the Amiga previously?

There was Tanks Furry before Bridge Strike. That was a Battle City like game, with a cooperation mode and a deadmatch mode for 2,3 or 4 players at the same time. That was my first game after many years since last my development on the Amiga. In the old days I made some silly intros and many pack-mags for the demoscene. One of them was my Ascii Pack, a compilation of ASCII art. You can find it on my old site: http://negative.nakoz.org - there, you can find many old programs and sources. Some of my utils can also be found on Aminet. If you dig a bit extra on the Internet you can find a few of my ASCII collections. It is nothing special... There was also one extra project from me between Tanks Furry and Bridge Strike. That was a chip music compilation for Resistance called SummerChip .

You recently released your new Amiga game Bridge Strike. Could you tell us a bit about the game/gameplay and specifications needed to play it?

This game is like River Raid on steroids. River Raid was never released on the Amiga, and because of this, it is one of my favourite games that we decided to create an Amiga clone of. You must act quick. Fuelling your tank or destroying bridges will score you points for lives. But watch out! Rescue survivors and win the game! The original River Raid doesn't have an ending, but our game has designed levels and a final bridge to destroy. The game runs on all Amigas with at least 2MB of RAM (1MB of chip RAM) The game can be pretty slow on low Amiga configurations. The game runs smoothly on an A1200 with fast memory. Without fast memory or on a stock CD32, it will run with some frame skipping from time to time... I heard that someone played the game on a CDTV with mc68010 and fast memory, and he told me that the game ran alright!

How long was the development cycle on Bridge Strike, and is this a team effort or did you create everything yourself?

Development took a long time. From the very start to the final release 3 years passed. In this time my daughter was born and development was stalled for almost two years.. So the whole game could be have been completed in a year, ideally, but you must remember that we spent only a couple of hours a week, because we have full time jobs and other commitments. And yes this is a team effort (which is identical to my previous game - Tanks Furry). Except me, Project R3D are: Koyot1222 - he made all the brilliant gfx, JMD, who made all songs and DOOMER our sfx guy. Koyot is also responsible for tiled level design. I'm doing enemy units placement. We have our own online tools for that so that the job can be painless and sort of quick..

Is there anything you would have liked to include in the game that did not make it for various reasons? If yes, are some of these potentially something you would consider including in an update?

There are a lot of things which could not be done because of the long development time. We planned to make two difficult levels with two endings (unused picture is already in the data package on disk). The achievements system with unblocking extra planes and game modes... For now this is the final release. Users did not find any bugs. But if some are found, then we will make a bugfix release. Probably the free Aminet version will have one extra hidden item. I'm not planning to do extra stuff because I don't want to create new bugs on a well tested game. I wish to move on with other projects from Project R3D.

Where can people buy a copy of the game?

As always on our official distributor's site AMIGA.NET.PL. We are also releasing our games for free on Aminet, and you will soon see Bridge Strike there. So if you want to support us, please buy the boxed edition. Otherwise, just grab the free copy from Aminet .

To anyone else that might be dreaming of creating their own games for the Amiga, do you have any suggestions for them?

Hah, if you are afraid of coding one - don't do it! Coding is probably the easiest process of making the very best games. You need to start with a good graphician, but no problem, you can pay or use free sets of graphics. So.. can you make a game? Maybe, if it is a cover like our games :D, but for a good game you need a man, a man who when he makes breakfast can do it like reading a book. The man with a big brain and many solutions, who can write for you a great scenario. Maybe you won't sell many copies, and expenses are big, but the game will be great! I'm waiting for an MMORPH on the Amiga! I'm challenging you, I'm begging you!.. I will help you :D Koyot1222 for sure will too, and we're gonna play this game for at least 15 more years!!

You have also been a part of the demoscene, can you tell us how you got involved in this?

Yes, I was swapping a lot with almost all Polish swappers and some contacts outside the country. Except that I did some coding work. I was a member of Appendix, Dark Team, Harvester, Mawi, Nah-Kolor and many many more groups... I visited almost every party held in Poland since 1996. That was a great time, but when my PPC broke down and nobody could fix it I was forced to move on to PC... But now I'm here again!

What would you consider your best demoscene production?

I don't like to evaluate myself. I think in the first place I was a swapper with a lot of contacts and pretty good placements in Eurocharts, and that was my success. Most of my Amiga productions were creators, some script languages and utilities, so mostly for the system stuff. I have made only a few intros; mostly for fun - nothing special.

What do you think the state of the Amiga community is in these days?

It is strongly divided to demosceners and other users. One of them might have an A1260 and is watching demos only. Others have all kind of Amigas and other retro machines and those are playing games and are using utils rather than watching new demos. Two types of meetings; classic demo parties where you can find only a few Amigas but you can meet your old mates and user meetings with a tons of computers, new faces and interesting conversations about new hardware for old computers. I like both, but user meetings can be less time absorbing and more healthy. Yearly, the calendar is filled with many of those types of parties. I think it is better now than five or ten years ago.

What is your favorite Amiga demo scene productions?

In my subjective opinion, the best Amiga demo is "Skarla - When we ride on our enemies". Very good, and shows that you can make perfect 3D demos using 030, and the intro - "Potion: Gift", ten minutes of pure magic from the wizards - Mavey and Skipp.

Is there anyone you would like to send some greetings to? Or perhaps you have some other last words?

I wish to thank you, for inviting me some time ago to Resistance so that I could feel, for while, as part of the demoscene again. And to make something new. Also many thanks to koyot1222. Without him, my last two games would not be realized. Now I can make another one and be a happy Amiga developer again (from now on, we are working on a complex platformer). Best wishes to all of my Amiga contacts from the old days, and the new guys, which I can meet from time to time on meetings. A big hello to the ppa.pl community!

That is the end of this interview, thanks for taking the time to do it Juen, I am sure our readers will appreciate it .
4
News / GoADF v1.1
« Last post by 4pLaY on May 15, 2019, 01:17:52 PM »


GoADF v1.1 has been released.

Main features of GoADF:
  • Reading information about the ADF file through reading and interpretation of all types of Amigaís disks blocks OFS/FFS:
  • is bootable
  • is DOS disk (or NDOS)
  • type of filesystem (OFS / FFS (INTL/DC/LNFS))
  • disk label
  • dates of modification and creation disk
  • disk size
  • disk usage
  • and many others
  • File exploration mode Ė(only ADF from DOS disks)- allows to browse the content of the files in ADF file, similarly to the file manager apps. Also, details about files and folders (type, date, size and properties) are viewed. It is possible to enter deep into folderís structure and extract the files directly from ADF file to the hard disk.
  • Block exploration mode Ė based on disk editors, allows to browse content of the ADF file, block after block Ė each block of the disk is presented as HEX and ASCII board.
  • ADF files to physical disks recording mode - intuitive GUI with drive choice and disc formatting options. The operation is presented on the original graphical and logical floppy disk image (based on XCopy).
  • ADF files to one of four virtual drives (ADO to AD3) mounting mode Ė allows to mount DOS and NDOS disks to the virtual drives. In this way ADF files appear to the operating system as normal disks put into the disk drive, from where they can be operated, for example, by the Directory Opus.
  • In order to operate virtual drives, adf.device packet is being used, with the permission of the author - BjÝrn Fuglsang. The packet (included in GoADF!) is also available at: http://bfugl.dk/Download.asp
  • Quick access to all ADF files in one folder Ė easy access to ADF stored on the hard disk by uploading the list of ADF files from the selected folder to the list in GoADF! app.

Direct Download link.
5
News / Pong 4K AGA/CD32
« Last post by 4pLaY on May 15, 2019, 12:57:10 PM »


The new Amiga game Pong 4k is now available for purchase from Amiga.net.pl

Basic features of the game:
  • real full screen 320x267 pixels
  • animated CDXL intro in HAM-6 mode
  • possibility to play up to four players simultaneously
  • three different game modes
  • in-game music in the form of AudioCD tracks
  • dynamic stereo sound effects panning
  • parallax scrolling

Digital version Digital version.
Boxed version Boxed version.
6
News / Re: RedPill - The Amiga Game Creator
« Last post by 4pLaY on May 15, 2019, 12:40:35 PM »
A new version has been released, get it from the link as in the first post.

Changes in version 0.6.14:

-Use the Editor tooltip to choose your IFF paint program, then in tiles and spritesheet screen you can quickly edit your images
-Added action trigger New Question to start a new question
-Added action trigger Add Answer to add a new answer to the started question
-Added action trigger Ask Question , that will set up a variable with the value from answer
-Now it is easier to set up the text to use in Show Text/Dialog
-Text and Dialogs now stop the other triggers from being processed
-In Level Objects screen you can use 1 and 2 to quickly move between levels
-Added extra check to HUD code
-Added extra checks to LoadSound
-On load level added extra frame to avoid corrupted graphics
-Fixed Color 0 being overwritten with certain settings
-Disabled Blitz2 bitmap out bounds check
7
News / AMIGArama Podcast
« Last post by Lorfarius on May 13, 2019, 03:27:39 PM »
Hullo!

I run the AMIGArama Podcast and thought this was news worthy  :P Every week I post a brand new episode going through the history of a game and review it in full.  Just hit the 80th episode recently and it's been almost 2 years since I started! Eventually I hope to cover all of the Amiga's catalogue but we will take it just one step at a time.

The show is available on all podcast players plus I post footage of the game in question on Youtube so if you have a minute please take a look at my site:

https://amigarama.com/
8
Interviews with Demosceners & Developers / Interview with Mavey / Potion
« Last post by 4pLaY on May 11, 2019, 09:37:11 PM »
Hello Mavey. Could you please introduce yourself to our readers?

Hello, my name is Jarek Wojczakowski, but most people know me as mavey/potion. I live in Poland right now. I started my journey into the Demoscene in 1997 and ended it around 2002, when I switched my focus to games development. In 2006 I founded the mobile games development company Vivid Games together with my friend Remi. I am 38 years old, I have a wonderful family and focus on management in our company.

When did you get interested in computers, and what was your first computer?

I became interested in computers when I was 12 years old. I sold my motorbike to buy my first computer, a Commodore 64 :). I started programming in basic when I was 13. In a magazine, I found an article about assembler and tried to learn it from 4 lines of code and a cartridge with a disassembler. I wrote numbers in hex and tried to understand how the CPU would handle it :). It was very hard to learn without the internet or tons of documentation, but I tought myself very quickly and fell in love with assembler :).

What Amiga(s) did you have in the past and if you remember, what were the(ir) configuration(s)?

My first Amiga was an A600 with an additional 1mb chip memory. I started programming on it, but it was too slow for c2p routines in 256 colors. Thatís why my first intro was in 16 colours. After two years I finally bought an A1200 with an 8mb fast ram card. I was now able to create "normal" intros. Because Skipp had an A1200 with a 030 card, I could test our intros on his machine. After winning some demo compos I was finally able to buy myself an 030/40mHz Blizzard card and prepare Gush. My next card was 040/40 and finally after winning with Gift i could buy a PPC card. I came from a poor home, thatís why my only way to have a better machine was to prepare great intro(s) and win a price :).

Do you still have any Amiga(s) today? If yes, which ones and what configuration(s) 

I still have my Amiga 1200 with PPC and a BVision card.

Can you tell us how you got involved with the demoscene?

My friend Sator from school told me about the demoscene. We started our first group called Victims, then changed to Potion.

Can you tell us how Potion was formed?

There is not a big story behind it. As I said I meet Sator. He introduced me to the Demoscene and showed me some intros and demos on his A1200. After a few weeks I meet Nelson and Skipp. We decided to rename the group from Victims to Potion. I spent a lot of time with Skipp, working on our first intros and music generator.

Do you remember any of the tools you used back then when creating productions, as well as the process you guys had behind creating a production?

Yes sure, the most important tool at the beginning was AsmOne :), Graphics artists used Deluxe Paint and Lightwave. After several months of development we created our own tools to generate sound / textures or even 3D objects. During the creation of Planet potion, Diamond made our own assembler for power pc :) .

What would you consider your best production?

Iím proud of all my productions, but two of them are the best I think. First is Gift - itís IMHO one of the best classic Amiga intros. We spent a lot of time and effort with Skipp to get generated music, textures and realtime raytracing. Second is of course Planet Potion. We spent more than one year to prepare all the tools to create this intro. It was an awesome journey. I learned a lot!

Can you tell us why you decided to leave the scene when you did?

Main reason was lack of time. I started working in the games industry and focused on that.

Can you tell us if you remember, what you considered the best Amiga demos back when you were active? 

IMHO the best Amiga demos were from TBL (internationally) and Floppy in Poland. I also loved the demos from Ephidrena, their feeling and climate was awesome!

Are you still coding anything today? If so, what and on which platforms?

Yes sure, but not at Vivid Games. I started my journey with IoT devices. I am programming in C++ on ESP8266 and Javascript on the server side. I am developing a smart home system for my reef aquarium :).

Have you followed the Amiga or the demoscene at all since leaving? If yes, what do you think of the state of the scene today?

Iím watching demos from parties some times. We are still waiting for good competitors in 64kb :).

Have you ever considered doing any demoscene work again, either on Amiga or modern platforms?

Maybe, it depends of my free timeÖ time is limited and I want to do different things; it means that I need to choose the right ones. Right now Iím not choosing the Demoscene but who knows...

Are there anyone from back then you would like to send some greetings to? Or perhaps you have some other last words?

I would like to thank you very much and all the guys I worked with in the demoscene, especially Skipp.

That is the end of this interview, thanks for taking the time to do it Mavey, I am sure our readers will appreciate it :).
9
News / Re: Amiga Future Magazine
« Last post by 4pLaY on April 29, 2019, 08:23:12 PM »
Submitted by Andreas Magerl:

Amiga Future issue 138 released

The English and German issue 138 (May/June 2019) of the print magazine Amiga Future has been distributed today, and can also be ordered directly from the editorial office of Amiga Future, and the other Amiga dealers that stock the magazine.

Attention! From the 6th to the 29th of May we go on vacation. Within this time no emails can be answered by us. Of course, orders from our online shop will be processed by us as soon as possible from May 29th. This also applies to download purchases. We have to work off them by hand. Please note that if you do any orders the Amiga Future from us.

Mag Content:

Review Aranet
Demoscene
Review AmigaOs 3.1.4 #2

and so much more ... if you haven't already, get your collectable copy ordered today

A more detailed description of the contents and previews of this issue can be found at the Amiga Future magazine hompepage.

Information: http://www.amigafuture.de/kb.php?mode=cat&cat=13
Orders: http://www.amigashop.org
10
News / EON Ė AMIGA SOUNDTRACK HACKS
« Last post by tassel on April 28, 2019, 12:41:16 AM »
In this rather lengthy post Iím going to talk about the soundtrack I made for the new Amiga 500 demo Ė Eon by The Black Lotus. Iíll be covering everything from the early beginnings and creative decisions through to the tech that was built to enable us to break out of the memory restrictions of the platform.

Read more about it here: https://hoffman.home.blog/2019/04/27/eon/
Pages: [1] 2 3 ... 10