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News / Re: Amiga Future Magazine
« Last post by 4pLaY on February 22, 2020, 12:25:23 PM »
Submitted by Andreas Magerl:

The Amiga Future magazine - Issue 143 preview is now available to view online

This is the full colour preview and excerpts of the Amiga Future issue 143
(March/April 2020) can now be viewed online on the Amiga Future website.

Some of the interesting articles in this issue are:

Interview Thomas Meiertoberens (the return of Magic Bytes)
Preview Flashback 2020 ft. Amiga 35th Anniversary
Review Black Strawberry Cake

Of course there's so MUCH more actually in the magazine.

Needless to say you often get other versions of software, often what was
commercially available, as well as some of the latest try-outs or freely
released software applications and games for, hopefully, all of the Amiga
type Operating systems, so that's Amiga 'Classic', OS4, MorphOS, and AROS,
including some PD software for these systems, all on the Readers' cover CD.

A detailed description of content and excerpts of this current issue can be
found at:

The Amiga Future magazine is available as an English and German printed
magazine - every issue is available in FULL COLOUR - directly available from
the magazine editorial office and also from various other Amiga dealers.

Application Development / Re: Athanor 2 - an adventure game
« Last post by Astrofra on February 19, 2020, 10:16:49 PM »
Lately, I replaced the system-friendly "flash/bell" call (DisplayBeep()) by a simple visual FX, inspired by MacOS X :

I could (should ?) have used an interruption to handle this, but instead this is just a simple piece of code I'm calling from within the main update loop of the game :

Code: [Select]
void __inline gui_update_fx(void)
    // Shake
    if (fx_shake >= 0)
        int x_screen, easing;
        x_screen = (sintab32[(fx_shake << 7) & 0x3FF] * fx_shake) >> 14;
        rpage_video_scroll(x_screen, 0);
        if (fx_shake == 0)


The core of the FX is the famous hardware scroll of the Amiga, controlled by the graphics.library (yaye) :

Code: [Select]
void __inline rpage_video_scroll(short x, short y)
    if ((scr_x_offset != x) || (scr_y_offset != y))
        main_screen->screen->ViewPort.DxOffset = x;
        main_screen->screen->ViewPort.DyOffset = y;

    scr_x_offset = x;
    scr_y_offset = y;
Application Development / Re: Athanor 2 - an adventure game
« Last post by Astrofra on February 16, 2020, 11:18:21 AM »
While working on the game, I occasionnaly test it on various configurations, including the bare bone A500 without any RAM expansion.
That means that the game should run with only 512Kb of CHIP RAM.

This shouldn't be an issue for this genre of classic adventure game, but remember that everything is done using the AmigaOS calls, and even on an A500 the game is supposed to be OS-Friendly.

I tried to reclaim memory occupied by the CLI/SHELL screen + window opened by AmigaOS1.3 when booting the game (the game starts using a regular startup sequence) but it turns out the game itself cannot invoke CloseWorkBench() or even EndCli(). 1st option will fail silently, 2nd option will shutdown the game (as it seems to be a child taks of the CLI that we are trying to end).

Anyways... I used a fallback strategy : add21k, aka add44k, aka add36k.
All of these tools use the same trick : remove one of the bitplanes from the CLI/Workbench screen to free as much memory as possible.

I found one of these on Aminet, and it includes the source code :

So I decided to borrow the routine and add it to the R-Page engine.
The result looks like this :

Code: [Select]
/// Add36k does nearly the same as 'subbp' or 'add21k', exept that it does not
/// only free 21kb of memory (one std. workbench plane), but in fact 36kb of
/// memory (that is one plane and 250 lines of the others).
/// Original code by Alexander Rawass
VOID add36k(struct IntuitionBase *ibase)
long pl0,pl1,plb,ple;
struct Screen *scr;
struct BitMap *bm;
struct Window *win;
ULONG origheight;

if (ibase != NULL)
scr = ibase->ActiveScreen;
win = ibase->ActiveWindow;





Once added to the project, it allows the game to allocate more memory to its internal cache. That means the player will have to wait less time when going from a place to another, as the screens/places he visited will remain longer in memory, thus reducing the disk access.

In the end, I might spare this extra memory for something else. Stay tuned!

Without add36k, the screen cache is 90Kb large :

When calling add36k, the screen cache is 135Kb large :

News / Re: GoADF! 2.0.2
« Last post by 4pLaY on February 07, 2020, 09:21:09 PM »
GoADF! 2.2 has been released.

New features:

-    new option for converting images from ADZ/ADF/DMS to HFE
-    support XVS library - now GoADF! will detect bootblock viruses while loading the image and will check all sectors on demand.
-    optimizing procedures for loading and analyzing images.
-    when writing disk to ADF, GoADF! will use the name of the source volume that is mounted as the default filename and checks if the file extension is present, if not it 
     will automatically append.

Check the link in the first post to go to the projects webpage.
News / Re: RedPill - The Amiga Game Creator
« Last post by 4pLaY on February 03, 2020, 11:22:22 PM »
New update!

Changes and fixes:

-All new games will be created in the projects folder. When starting the editor the main things you can do are creating a new project or loading an old one.
-Examples folder has been removed.
-Fast loading options have been added to access quickly your last loaded games.
-Mulipalette example has been added, it shows how to use two different 16 colors tilesets and 16 color sprites in a 32 color game.
-Side X behaviour has been refactored, behaviour could be slightly different.
-Anim Comp condition trigger has been implemented, it can replace Anim is and Anim is not triggers.
-Anims with loop now allow a Next Anim to be filled, when the looping anim is stopped it will play the specified next animation.
-Level being edited can now be changed in the Edit Level screen.
-If foreground and background colors chosen in the dialogs are the same the text color chosen will change.
-An issue when going back from Tiles screen has been fixed.
-Issue with Text Dialogs rendering has been fixed.
News / Re: Amiga Future Magazine
« Last post by 4pLaY on January 18, 2020, 07:15:10 PM »
Submitted by Andreas Magerl:

The English and German issue 142 (Januar/Februar 2020) 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.

Mag Content:

Special FPGA Amiga Clone
Review Blastaway
Review DiskPrint

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

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

News / Horny a MIDI sequencer for AmigaOS open sourced
« Last post by 4pLaY on January 04, 2020, 05:14:55 PM »
Horny, a MIDI sequencer for AmigaOS 3/4 has been open sourced. Click here to get to the old webpage for this application or click here to get to the GitHub page for this project.
News / Re: Ami-Express 5.2.0 update released
« Last post by 4pLaY on January 04, 2020, 01:13:44 AM »
Thanks for your continued effort to keep this old system alive, it is almost tempting to set it up and have a go. Last time my bbs was online however I was using Tempest as my system of choice. I seem to remember /X having a less then desired (for me at least) way of setting up the system compared to others like Tempest, Daydream etc which had a nice GUI.

Has this changed with your new version?
News / Re: RedPill - The Amiga Game Creator
« Last post by 4pLaY on January 04, 2020, 01:08:38 AM »
This is a very interesting product

It is indeed, perfect for anyone who has been dreaming of doing Amiga games but not had the programming abilities to do so :).
News / Re: RedPill - The Amiga Game Creator
« Last post by yssing on January 03, 2020, 05:38:07 PM »
This is a very interesting product
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