Friday, April 3, 2015

News from amiga-news.de + Welcome to Poznan in Poland! + Amiga Programming + AROS! + The Timeless by Mercury 1st position in PC 64k ( Party V. + Final V. ) + All Compos PC 64k : Revision 2014


[150412 ODER 120415]

----DEUTSCH----

12-Apr-2015: PPC-Hardware: MorphOS auf dem AmigaOne X5000 vorgeführt

Auf dem "Alternativen Computer-Meeting", das dieses Wochenende in Wolfsburg
stattfindet, wird offenbar ein X5000 gezeigt, auf dem bereits MorphOS lief,
wie einige uns vorliegende Fotos zeigen:

http://www.amiga-news.de/pics/x5000-morphos/IMG_2226.JPG [2]

Wie uns Guido Mersmann vom MorphOS-Team mitteilt, handelt es sich dabei
zunächst um eine Machbarkeitsstudie, eine Veröffentlichung von MorphOS für den
AmigaOne X5000 sei nicht vor Version 3.10 geplant.

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12-Apr-2015: PPC hardware: MorphOS presented on the AmigaOne X5000

On the "Alternatives computer-Meeting", which in Wolfsburg this weekend
takes place, apparently a X5000 is shown on the already MorphOS ran,
as some of us this Photos show:

http://www.amiga-news.de/pics/x5000-morphos/IMG_2226.png [2]

As we are notified by Guido Mersmann MorphOS team, these are
first a feasibility study, a publication of MorphOS for the
AmigaOne X5000 is not scheduled before version 3.10.

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Links in the document:

[1] https://morph.zone/modules/newbb_plus/viewtopic.php?forum=11&topic_id=11137&post_id=118409&viewmode=flat&sortorder=0&showonepost=1
[2] http://www.amiga-news.de/pics/x5000-morphos/IMG_2226.JPG

----DEUTSCH----

10-Apr-2015: AROS: 68k-Distribution Aros Vision 2.9.2 / Ankündigung von Varianten [1]

Die Version 2.9.2 der AROS/68k-Distribution Aros Vision von Olaf Schönweiß (Screenshot
[2]) weist Aktualisierungen einiger enthaltener Programme sowie einen neuen
Bildschirmschoner auf.

Daneben soll es künftig Varianten der Distribution geben. Die bisherige
Fassung erhält den Namenszusatz "RTG", in Entwicklung befinden sich Aros
Vision ECS (für echte 68k-Hardware und FPGA-Nachbildungen) und Aros Vision X86
(Screenshots: EdiSyn [3], Antyriad [4]).

Letztere Distribution basiert auf der Windows-hosted-Version von AROS, wodurch
es einfach zu starten ist, da eine Installation entfällt. Der Nachteil:
Bislang ist keine Netzwerk- und Audio-Unterstützung enthalten. Weitere
Plattformen, einschließlich eigenständig lauffähiger, sind geplant.

Änderungen in der Version 2.9.2:

  * Neu aufgebaut

  * Netsurf aktualisiert

  * Free Pascal aktualisiert

  * Theme kann über Menü geändert werden

  * MUI-Klassen aktualisiert

  * Hollywood-Plugins aktualisiert

  * AppStore-Client aktualisiert

  * Sollte schneller sein

  * Neu: Bildschirmschoner

Quelle: Olaf Schönweiß (ANF)

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Links im Dokument:

[1] http://www.aros-platform.de
[2] http://www.aros-platform.de/Aros_Vision_RTG.png
[3] http://www.aros-platform.de/EdiSyn.png
[4] http://www.aros-platform.de/Antiryad2.png

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10-Apr-2015: AROS: 68k Distribution Aros Vision 2.9.2 / Announcement of Variants [1]

The version 2.9.2 of AROS / 68k Distribution Aros vision of Olaf Schönweiß (Screenshot[2]) has some updates contained programs and a newScreen saver on. In addition, there will in future include variants of the distribution. The previousIs replaced by the suffix "RTG" in development are ArosVision ECS (for real 68k hardware and FPGA replicas) and Aros Vision X86
 
(Screenshots: EdiSyn [3], Antyriad [4]). The latter distribution is based on the Windows-hosted version of AROS, whichit is easy to start, since no installation is required. The Disadvantage:So far no network and audio support is included. For morePlatforms, including independently executable are planned.Changes in version 2.9.2:

  
* Newly built

  
* Updated Netsurf

  * 
Updated Free Pascal

  
* Theme can be changed via menu

  
* Updated MUI classes

  
* Hollywood plugins updated

  
* Appstore client updates

  
* Should be faster

  
* New: ScreensaversSource: Olaf Schönweiß (ANF)


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Links in the document:

[1] http://www.aros-platform.de
[2] http://www.aros-platform.de/Aros_Vision_RTG.png
[3] http://www.aros-platform.de/EdiSyn.png
[4] http://www.aros-platform.de/Antiryad2.png

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07-Apr-2015: Geschichte: The 68000 Wars (englisch) [1]
In seinem Blog "The Digital Antiquarian" hat Jimmy Maher mit "The 68000 Wars"
einen englischen Artikel zur Geschichte des Amiga sowie des Atari (Teil 2) [2]
begonnen.
Quelle: Amiga.org (Webseite) [3]

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Links im Dokument:

[1] http://www.filfre.net/2015/03/the-68000-wars-part-1-lorraine
[2] http://www.filfre.net/2015/04/the-68000-wars-part-2-jack-is-back
[3]
http://www.amiga.org/forums/showthread.php?t=69068

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07-Apr-2015: History: 68000 The Wars (english) [1]

In his blog "The Digital Antiquarian" Jimmy Maher has with "The 68,000 Wars"
an English article about the history of the Amiga and the Atari (Part 2) [2]
begun.

Source: Amiga.org (Website) [3]

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Links in the document:

[1] http://www.filfre.net/2015/03/the-68000-wars-part-1-lorraine
[2] http://www.filfre.net/2015/04/the-68000-wars-part-2-jack-is-back
[3]
http://www.amiga.org/forums/showthread.php?t=69068

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06-Apr-2015: Workbench-Distribution: AmiKit 8.4 [1]
Die für Emulatoren gedachte Workbench-Distribution AmiKit liegt nun in der
Version 8.4 vor. Zu den Neuerungen zählen weitere Mouse-Pointer und
aktualisierte Klassen für MUI4, die selbständige Aktualisierung von WHDLoad,
neue Versionen von Systembibliotheken wie OpenURL, CodeSet und IconLib sowie
eine verbesserte Unterstützung der polnischen und russischen Sprache (Fonts und
Kataloge).

Quelle: Amigaworld.net (Webseite) [2]

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Links im Dokument:

[1] http://amikit.amiga.sk/
[2]
http://amigaworld.net/modules/news/article.php?storyid=7368


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06-Apr-2015: Workbench Distribution: AmiKit 8.4 [1]

Intended for emulators Workbench distribution AmiKit is now in the
Version 8.4 before. The new features include more mouse-pointer and
updated classes for MUI4, the self-updating of WHDLoad,
New versions of system libraries such as OpenURL CodeSet and Iconlib and
improved support of the Polish and Russian language (Fonts and catalogs).

Source: Amigaworld.net (website) [2]

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Links in the document:

[1] http://amikit.amiga.sk/
[2]
http://amigaworld.net/modules/news/article.php?storyid=7368


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06-Apr-2015: Bastelprojekt: Wifi Joystick Adapter 1.0
Ein kroatischer Amiga-Anwender hat sich einen Adapter gebaut, der die Eingaben
eines beliebigen Joysticks drahtlos zum Rechner überträgt (Youtube-Video [1],
Fotos: 1 [2], 2 [3]). Der Empfänger wird durch den Rechner mit Strom versorgt,
der Sender muss derzeit über ein USB-Kabel (bspw. von einem Handy-Ladekabel)
mit Strom versorgt werden.
Verbaut sind je ein Mikrocontroller ATMega8 sowie ein NRF24L01+ für die
drahtlose Übertragung, als Entwicklungsumgebung kam Arduino zum Einsatz.
Verzögerungen beim Spielen sind dem Entwickler nicht aufgefallen, er schätzt
den Zeitverlust durch die zweimalige Konvertierung auf unter 2 Millisekunden.
Mit Mäusen funktioniert dieser Adapter bisher nicht. Der Autor vermutet, dass
das an der erheblich größeren Menge von zu übertragenden Daten liegt. Er wird
versuchen, dass Problem in den Griff zu bekommen, hat aber noch keine Ideen
zur Umsetzung.
Download (Quellcodes und Schaltplan): WiFi Joystick adapter v1.0.rar [4] (537
KB)

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Links im Dokument:

[1] https://www.youtube.com/watch?v=W-rE1DHK3Yc
[2]
http://i.imgur.com/Z7XPXvl.jpg
[3]
http://i.imgur.com/9zmQu9A.jpg


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06-Apr-2015: Craft Project: wireless joystick adapter 1.0

A Croatian Amiga users an adapter has built, which inputs theany wireless joystick for computer transfers (YouTube video [1],Photos: 1 [2], 2 [3]). The receiver is powered by the computer with power,the transmitter must currently using a USB cable (ie. from a cell phone charger)are supplied with power.Installed are ever a microcontroller and a ATMega8 NRF24L01 + for thewireless transmission, as Arduino development environment was used.Delays when playing did not notice the developer, he estimatesthe time lost by the two-time conversion to less than 2 milliseconds.Using mice, this adapter has not been working. The author suggested that this is due to the considerably larger amount of data to be transmitted. He will try to get that problem under control, but still has no idea for implementation.
Download (source code and schematic): WiFi joystick adapter v1.0.rar [4] (537 KB).

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Links in the document:

[1] https://www.youtube.com/watch?v=W-rE1DHK3Yc
[2]
http://i.imgur.com/Z7XPXvl.jpg
[3]
http://i.imgur.com/9zmQu9A.jpg

----DEUTSCH----

07-Apr-2015: Benchmarks: Warp 3D-SI auf dem Sam und dem X1000

In den letzten Tagen haben AmigaOS 4-Anwender begonnen, Benchmark-Ergebnisse
für die vor kurzem veröffentlichten kommerziellen Warp 3D-Treiber [1] für
Radeon HD-Grafikkarten zu veröffentlichen. Auf amigans.net [2] werden die
Ergebnisse gesammelt und tabellarisch aufbereitet, einen Vergleichswert für
ein Sam440 hat Alain Thellier (Wazp 3D) bereits 2013 geliefert [3].

Durchgeführt werden zwei Tests, mit Ausnahme des Ergebnisses für das Sam440
mit Onboard-Grafik wurden die Ergebnisse alle unter der Final Edition von
AmigaOS 4.1 ermittelt.

  * Quake 3 Timedemo 1: mit der ioquake3-Portierung (Ioquake3.lha [4]) von
    Hugues 'HunoPPC' Nouvel in einer Auflösung von 1280x1024, diesen
    Einstellungen [5] und MiniGL 2.20 [6]

  * Cow 3D [7] (ein Warp 3D-Benchmark von Alain Thellier). Hier sollte mit der
    Taste 'b' der Puffer eingeschaltet werden, damit die einzelnen Frames
    nicht mehr ständig vom Prozessor berechnet werden müssen und tatsächlich
    nur die Grafikleistung bewertet wird.

Im folgenden die bisher veröffentlichten Benchmark-Ergebnisse, Vergleichswerte
mit älteren Radeon-Grafikkarten liegen derzeit kaum vor. Die Werte stehen für
angezeigte Bilder pro Sekunde ("FPS"), d.h. je höher der Wert desto besser das
Ergebnis:

http://www.amiga-news.de/pics/warp3d_benchmark.png

Hinweis der Redaktion: In einzelnen Fällen haben Anwender keine
Durchschnittswerte sondern FPS-"Bereiche" angegeben. Wir nehmen in diese
Fällen der Einfachheit halber den jeweils höheren Wert, die Unterschiede
liegen aber alle im niedrigen einstelligen Bereich. Die angegebenen Werte
stammen alle von AmigaOS 4-Nutzern und sind von uns nicht zu überprüfen.

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Links im Dokument:

[1] http://www.amiga-news.de/de/news/AN-2015-04-00003-DE.html
[2] http://www.amigans.net/modules/xforum/viewtopic.php?start=0&topic_id=6899&viewmode=&order=ASC&type=&mode=0
[3] http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=37576&forum=33
[4] http://www.clubevolution4.com/HunoSDL-Port/Ioquake3.lha
[5] http://www.amigans.net/modules/xforum/viewtopic.php?post_id=96458#forumpost96458
[6] http://os4depot.net/?function=showfile&file=driver/graphics/minigl.lha
[7] http://aminet.net/package/dev/src/Cow3D

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07-Apr-2015: Benchmarks: 3D Warp SI on the Sam and the X1000

In recent days, AmigaOS 4 users have begun benchmark results for the recently released commercial Warp 3D drivers [1] To publish Radeon HD graphics cards. On amigans.net [2], the results collected and prepared in tabular form, a comparison value for Sam440 (wazp 3D) has delivered in 2013 [3]. Be conducted two tests, with the exception of the results for the Sam440with onboard graphics, the results (benchmarked by Alain Thellier) were all under the final edition of AmigaOS 4.1 (update 6) determined.

  
* Time Quake 3 Demo 1: the ioquake3 port (Ioquake3.lha [4]) of
    
Hugues' HunoPPC Nouvel in a resolution of 1280x1024, these
    
Settings [5] and MiniGL 2.20 [6]

  
* Cow 3D [7] (a Warp 3D benchmark by Alain Thellier). This should match the
    
Press the 'b' of the buffers are switched, so that the individual frames
    
no longer need to be continually calculated by the processor and actually
    o
nly the graphics performance is evaluated.

In the following the previously published benchmark results, comparing values with older Radeon graphics cards (there are hardly any). The values ​​represent displaying images per second ("FPS"), that is, the higher the value the better the result:

http://www.amiga-news.de/pics/warp3d_benchmark.png

Editor's Note: In some cases, users have no averages but FPS "areas" specified. We assume in this cases for the sake of simplicity the higher of its value, the differences but all lie in the low single digits. The values ​​given are all from AmigaOS 4 users and should not be checked by us.

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Links in the document:

[1] http://www.amiga-news.de/de/news/AN-2015-04-00003-DE.html
[2] http://www.amigans.net/modules/xforum/viewtopic.php?start=0&topic_id=6899&viewmode=&order=ASC&type=&mode=0
[3] http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=37576&forum=33
[4] http://www.clubevolution4.com/HunoSDL-Port/Ioquake3.lha
[5] http://www.amigans.net/modules/xforum/viewtopic.php?post_id=96458#forumpost96458
[6] http://os4depot.net/?function=showfile&file=driver/graphics/minigl.lha
[7] http://aminet.net/package/dev/src/Cow3D


----DEUTSCH----

05-Apr-2015: AROS: AEROS for Pi Beta 10 sowie Beta 8 (Vollversion für Raspberry Pi 1) [1]

Pascal Paparas linuxbasierte AROS-Distribution AEROS für den Minicomputer
Raspberry Pi ist für registrierte Anwender nun in der Betaversion 10 verfügbar
(Änderungen s.u., Video [2] des Vorgängers).

Anlässlich Osterns ist zudem die im November [3] veröffentlichte Betaversion 8
nun in technisch uneingeschränkter Fassung für den Raspberry Pi 1 (im IndieGO!
und Appstore erhältlich). D.h., dass der "lx"-Befehl zum Starten von Linux-
Anwendungen von AROS aus enthalten ist.

Die Betaversion 10 ist auf den Raspberry Pi 2 zugeschnitten. Auf dem
Vorgängermodell läuft sie nur mit 512 MB RAM vollständig (aber langsam), mit
weniger Speicher funktionieren einzelne Komponenten der Distribution nicht.

Changelog:

  * Updated UAE4all2 with AROS/68k kickstart replacement

  * Added Quake 3 demo (works only on Pi with 512 MB RAM)

  * Added Gimp (very very sluggish on a Pi 1)

  * USB-sticks are now auto-mounted when you attach them, no need anymore to
    run a Linux file manager first

  * Added EmulationStation (you need to boot into command line to run it)

  * Changed memory split and reduced memory size for AROS (this can be
    modified by the user) in order to get Quake working with less swapping

Quelle: Pascal Papara (ANF) [4]

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Links im Dokument:

[1] http://aros-broadway.de/indiego/styled-25/index.html
[2] http://www.youtube.com/watch?v=RLX4Psjn3es
[3] http://www.amiga-news.de/de/news/AN-2014-11-00047-DE.html
[4] mailto:ppapara@web.de

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05-Apr-2015: AROS: AEROS for Pi Beta 10 and Beta 8 (full version Raspberry Pi 1) [1]

Pascal Papara Linux-based AROS distribution AEROS for the minicomputer Raspberry Pi is for registered users now available in beta version 10 (changes s.u., video [2] of the predecessor).On the occasion of Easter is also published in November [3] beta version 8 now a technically full version of the Raspberry Pi 1. That is, the "lx" command to startLinux applications is AROS from.The Beta 10 is tailored to the Raspberry Pi 2. On the previous model, it works only with 512 MB RAM in whole (but slow), withless memory will not work, individual components of the distribution.

Changelog:

  
* Updated UAE4all2 with AROS / 68k kickstart replacement

  
* Added Quake 3 demo (works only on Pi with 512 MB RAM)

  
* Added Gimp (very very sluggish on a Pi 1)

  
* USB sticks are now auto-mounted when you finish attach them, no need anymore to
     
Run a Linux file manager first

  
* Added emulation station (you need to boot into command line to run it)

  
* Changed memory split and Reduced memory size for AROS (this can be
     
modified by the user) in order to get Quake working with less swapping


Source: Pascal Papara (ANF) [4]

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Links in the document:

[1] http://aros-broadway.de/indiego/styled-25/index.html

AND ACTUALLY SO MUCH MORE AT THE WEBSITE http://amiga-news.de

AmiWigilia Podcast

AmiWigilia is a annual Christmas Amiga party for all Amiga users held in Poland (map).

AMIGA PROGRAMMING:

Part 1 - Use the Assembler and wait for left click
Part 2 - Make a rasterline
Part 3 - Move that rasterline
Part 4 - System OFF, please
Part 5 - One copper to rule the screen
Part 6 - Understanding the Raster
Part 7 - Understanding the Memory
Part 8 - Displaying Bitmap Graphics
Part 9 - DMA control and sprites
Part 10 - Deluxe Paint and IFFconv
Part 11 - Denise, Copper, Bitplanes
Part 12 - Bitplane manipulation, program structure, and the stack
Part 13 - Introducing... the Blitter!
Part 14 - Blitter channels, minterms, shifting and masking
Part 15 - Scrolling with the Blitter
Part 16 - draw a font - part 1
Part 17 - draw a font - part 2
Part 18 - draw a font - part 3
Part 19 - How to deliver fonts/graphics, color reduction and remapping
Part 20 - Plotting Characters
Part 21 - The scroller from start to finish
Part 22 - Bounce effect
Part 23 - Introduction to Protracker
Part 24 - Protracker - How do I start making a song?
Part 25 - Protracker - Instrument editing - intro
Part 26 - Protracker - Building the song
Part 27 - Protracker - Cleanup and variations
Part 28 - Protracker - Song done and delivered!
Part 29 - How to use The Player playroutine
Part 30 - Adding music to the demo
Part 31 - Coppershades, slower bounce  
Part 32 - Copper bar transparency  
Part 33 - Move a copper bar using sine curves

THERE WILL BE MORE - IF THIS WILL BE AVAILABLE - FROM THIS SOURCE (BOTH PUBS AND PERHAPS NEW VIDS THAT'S NOT ONLINE YET) LATER ON!!!

MORE DETAILED INFORMATION (about the videos above):

Part 1 - Use the Assembler and wait for left click
Part 2 - Make a rasterline
Part 3 - Move that rasterline

The first steps from getting an Amiga or emulator to run an Assembler, to something that moves on the screen.

If you don't have an assembler, you can get Asm-One 1.02+ from coppershade.org, or for example Asm-One 1.20 by googling. (There are other versions, but these are used in the tutorials.)

Books on this subject: The Asm-One 1.02 Manual and the Amiga System Programmer's Guide - it seems someone has uploaded PDF versions already, on archive.org.

Or eab.abime.net's file server, and probably more places.

Part 4 - System OFF, please

Tried another codec and it turned out to be horrible, sorry about the glitches.

Part 5 - One copper to rule the screen

Sorry about the goof at 18:28 (if something errors simply go to YouTube and click on the link under the video there or if you really need to get to that specific point manually choose 'more' followed by 'transcription', and in this actual case '18:29 - in'), this is all straight from memory and I don't write startup routines from scratch... er... as often as I should...?

Part 6 - Understanding the Raster

The same moving rasterline by modifying a running copperlist, removing the CPU busy-waits and an introduction to the Wait and Move copper instructions.

Part 7 - Understanding the Memory

Explains a little bit about labels, chip memory and fast memory, how to examine the data in memory and how your instructions become a binary program. Also explains the difference between color-coding and coder colors. :P

Part 8 - Displaying Bitmap Graphics

Explains how the bitplane DMA works and how to set up and display a 1 bitplane screen buffer with the copper.

Part 9 - DMA control and sprites

This episode shows how to set and restore DMA correctly, and how to create a sprite and move it. It also touches on how bitplane data is combined to look up a palette color.

About 22:00 (if something errors simply go to YouTube and click on the link under the video there or if you really need to get to that specific point manually choose 'more' followed by 'transcription', and '22:00 - mmm this is very strange is right'), you can't really see the red dot test sprite because of the codec fighting the random bitplane background, but I hope the narration makes it clear what is going on on the screen.

If you just want to follow the reasoning, download the source here: http://coppershade.org/asmskool/Tut9.S

Part 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 bitmap format for use in our demo. The updated Metallion's IFF-Converter has some features others don't, and it's very useful for coders and easy to use. That's why I use it. You can get it from the Asmskool Project Directory (see Part 9 - DMA control and sprites above).

Again with the recording while drunk and tired... I was tuning in to Scenesat sending live from Bit Live with famous C64 musicians: Gray, Daglish, Galways, Whittaker, Tel... my schedule got a bit, hm, erratic with such distractions. And wouldn't you know it, I filled up my harddisk recording, so I had to re-record parts late in the night. I hope the general meaning gets across despite this.

I don't care who you are or what you do - if you haven't yet - try DPaint, it's lovely, you're missing out.

Part 11 - Denise, Copper, Bitplanes

How to incorporate your Deluxe Paint graphics in your demo and display them correctly.

Also explains what's going on when the Copper tells Denise where to go and what to do, and some adjustments of the layout of our demo to prepare for the next part, preliminary title: "Doing something interesting".

Part 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 code better structure. Also explains a little bit more about how things are stored in memory and especially bitmap data. And our happy sprite is back!

Part 13 - Introducing... the Blitter!

Your first blit! This episode gives an overview of the Blitter coprocessor and shows how to set up a simple blitter operation (a "blit') and start it. You can join in at any step - go to coppershade.org to get the tools you need and click on Project Directory to load the appropriate source used in a tutorial.

Part 14 - Blitter channels, minterms, shifting and masking

Getting Blitter nasty! Well, not very. But I show how to make a slightly more involved setup of the Blitter to copy-and-shift, a precursor to our scroll routine, and how to calculate the minterm for any blit you might need.

Also introduces base registers as a way to optimize the code and make the source easier to read.

Part 15 - Scrolling with the Blitter

How to scroll a bitmap area using the Blitter chip. Also: how to calculate minterms for OR and cookie-cut blits.

With too much talk about details as usual! I sort of catch myself thinking "is what I say complete and true" as I speak. You can indeed scroll leftward using ascending mode, and I should have shown you why $fca is indeed a correct control word for bob, mask, and screen in channels A, B, and C.

Note: There is a drawback to using ascending mode for scrolling, namely that you write to a word *outside* the blitter rectangle. If you are aware of this and it doesn't matter (it doesn't overwrite any data, or it's OK to overwrite because it's not visible), everything's fine - but if you forget it when you make changes later you can have a hard-to-find bug on your hands.

The reason for channel selector mask $3, $5, and $7 being less efficient is that they cause gaps in the Blitter pipeline's cycle sequence.

Part 16 - draw a font - part 1

Let's draw a font for our scroll in Deluxe Paint! This part starts by me explaining how I plan to do the font, then I draw a miniature version of the font, scale it up and do the details including some antialiasing.

Part 17 - draw a font - part 2

This part finishes the full size version of the font, 32x20px, 8 colors.

Part 18 - draw a font - part 3

The final part, adding highlights to the characters. Basically you can watch the start and then skip to the end, the rest is just, well the same work over and over.

Part 19 - How to deliver fonts/graphics, color reduction and remapping

Generally how to think about delivering what you've created to the one who wants to make something impressive with limited amounts of chip memory.

Part 20 - Plotting Characters

We import a font into the demo, set up the screen buffer depth to match the font, plot a character, and set the screen buffer palette to the font palette.

Part 21 - The scroller from start to finish

This shows how to code a text scroller. From the Plot Character function we wrote, I make the scroll function scroll characters, and map the font characters we drew onto an ASCII/ANSI table, so we can write the scrolltext. I also talk a bit at the start about the ORG command, relative addressing instructions and relocation by the OS.

Part 22 - Bounce effect

Easter time is party time and so you need to bounce your scroller on the floor and do it more and more and more! With the help of an acceleration curve. Happy Easter!

Part 23 - Introduction to Protracker

This part shows how to install and use basic editing in Protracker (a common music program for making music for demos on Amiga).

If you know how to install Protracker correctly or have already used Protracker even a little bit, skip over the details to 24:41 (if something errors simply go to YouTube and click on the link under the video there or if you really need to get to that specific point manually choose 'more' followed by 'transcription', and '24:41 - the show yarder turn off tracks'). They're just there for completeness. After this I load a test module, go through the most important shortcut keys, and show how to load instruments. This is as far as we go in this tutorial, so people who have tried Protracker a little can skip to composing in the next tutorial.

Part 24 - Protracker - How do I start making a song?

This is very slow and basic because I explain every step (and also listen and think), next tutorials expect you learned this stuff.

I start playing with some drum sounds and make a rhythm, explain some more shortcut keys, and some of the effect commands. I end up with a rhythm and bass line for the build-up. For me, it's all about playing around until you get some small ideas of where it should go.

Get the project files and stuff at coppershade.org, including the command cheat-sheet that I show here by pressing Amiga-M.

Part 25 - Protracker - Instrument editing - intro

Shows sample cutting, finding loops, fine volume slide, vibrato, *tempo and speed commands* while creating some sort of intro for the song.

A few minutes are missing from the start: I loaded the module and found the tempo was wrong, because I forgot to set the tempo (F88) before saving the module. So the video start with me having added the F88 and explaining how it works together with F09 to set the tempo.

The gist of it is there but these tutorials are completely improvised, so let's hope I get a good chorus/main theme going in the next one. :P

Part 26 - Protracker - Building the song

I show how to program the song positions to build up a song, go hunting for a good lead sound, and make some harmonies for the chorus.

BTW, I launched my coding website Coppershade this weekend! In this tutorial, I used a sound that was not on the ST-xx instrument disks. Go to http://coppershade.org/articles/Code/Asmskool/ and follow the links to the project directory.

I also put the module version from the last tutorial there, if you want to duplicate my steps / "learn by doing".

Part 27 - Protracker - Cleanup and variations

HAPPY AMIGA DAY! :-) I've uploaded two of my instrument collections, various selected sounds from misc sources and some sampled from my Juno 106 and JX-3P sorted into Lead, Percussion etc. - here:
http://coppershade.org/articles/Assembler/Tutorials/Protracker_Instrument_Collections/

This is basically very late night me listening and editing and making variations to form the song. Watch it if you want "musician" info, most of the things in Protracker are already in the previous tutorials.

Part 28 - Protracker - Song done and delivered!

We finish the song, try some final things to make it as small as possible, and compress it with The Player Converter. Here's the finished module:
http://coppershade.org/asmskool/mod.new_ditty.mod

The Downloads page on http://coppershade.org is updated with the latest sources, instruments, and a few versions of the song for the previous Protracker tutorials.

Part 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 and the optimization options, and how to insert it into your demo.

Get the P61 playroutine version here: http://coppershade.org/asmskool/P6109.lha (there's also a zipped version in Downloads on Coppershade).

NOTE: A few days later, I released version P6110! It works the same way. Get it here: http://coppershade.org/asmskool/P6110.zip

Part 30 - Adding music to the demo
Part 31 - Coppershades, slower bounce  
Part 32 - Copper bar transparency  
Part 33 - Move a copper bar using sine curves

=> PROJECT DIRECTORY <=

UPDATES

Coppershade.org has been updated with font files and sources in the project directory and a link to the DPaint manual.

You can jump in at any tutorial - go to http://coppershade.org for resources and sources.

May the source be with you! /Photon => link to private pictures on this guy on scoopex1988.org <=













If you want to read even more Amiga related stuff (but with a more common nature and not focused on strictly software development and/or porting) have a look at other posts further down and especially the small and easy to use blog archive - which you normally will find at the bottom of the screen. Break a leg ;)

[150923 ODER 230915] NEW BLOG POST ABOUT THE EVENT (REVISION 2014) : VIP 2014 Invitation | Demo | Revision 2014 l Misc. l AMIGA DEMOS l AMIGALAND.COM HACKER SPACE

EMBEDDED VIDS: => Part 1 - Use the Assembler and wait for left click Part 2 - Make a rasterline Part 3 - Move that rasterline Part 4 - System OFF, please Part 5 - One copper to rule the screen Part 6 - Understanding the Raster Part 7 - Understanding the Memory Part 8 - Displaying Bitmap Graphics Part 9 - DMA control and sprites Part 10 - Deluxe Paint and IFFconv Part 11 - Denise, Copper, Bitplanes Part 12 - Bitplane manipulation, program structure, and the stack Part 13 - Introducing... the Blitter! Part 14 - Blitter channels, minterms, shifting and masking Part 15 - Scrolling with the Blitter Part 16 - draw a font - part 1 Part 17 - draw a font - part 2 Part 18 - draw a font - part 3 Part 19 - How to deliver fonts/graphics, color reduction and remapping Part 20 - Plotting Characters Part 21 - The scroller from start to finish Part 22 - Bounce effect Part 23 - Introduction to Protracker Part 24 - Protracker - How do I start making a song? Part 25 - Protracker - Instrument editing - intro Part 26 - Protracker - Building the song Part 27 - Protracker - Cleanup and variations Part 28 - Protracker - Song done and delivered! Part 29 - How to use The Player playroutine <= Booting AROS Aros Broadway All Compos Party Version Final Version Rot

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