Media Summary: I address assembler compatibility and directives, and convert our demo to We make our demo a bit more system friendly using SECTIONs and stack to preserve registers and give our a code better ... I add clouds of varying sizes, after implementing

Amiga Hardware Programming 41 Dual Playfield Mode - Detailed Analysis & Overview

I address assembler compatibility and directives, and convert our demo to We make our demo a bit more system friendly using SECTIONs and stack to preserve registers and give our a code better ... I add clouds of varying sizes, after implementing I'm finding this particularly difficult to achieve! I drew a cloud-shaped bob for our sky and talk about graphics conversion and Blitter Minterms, and blit the bob to our new ... The Bob routine is optimized and made less specialized, and I play around with the bobs to show masking and clipping. A margin ...

In my final video for the 2015 summer Retrochallenge, I experiment with parallax scrolling using the

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Amiga Hardware Programming 41 - Dual Playfield Mode
Amiga Tech - Dual Playfield 'Fast Bobs'
Dual playfield SF2 Amiga
Amiga Hardware Programming 12 - Bitplane manipulation, program structure, and the stack
Amiga Hardware Programming 44 - Double Buffering and Bob Layers
AMIGA ZONIC  DUAL PLAYFIELD TEST
Amiga Hardware Programming 2 - Make a rasterline
Amiga Game Dev - Making a multi-directional scrolling playfield
Amiga Tech - Dual Layer Graphics
Amiga Dual Playfield Scroll
Amiga Hardware Programming 42 - Bob Conversion and Blitting
Amiga Hardware Programming 43 - Would you like to play with Bob?
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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

Amiga Tech - Dual Playfield 'Fast Bobs'

Amiga Tech - Dual Playfield 'Fast Bobs'

In this video I show an

Dual playfield SF2 Amiga

Dual playfield SF2 Amiga

Amiga dual playfield mode

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 44 - Double Buffering and Bob Layers

Amiga Hardware Programming 44 - Double Buffering and Bob Layers

I add clouds of varying sizes, after implementing

Sponsored
AMIGA ZONIC  DUAL PLAYFIELD TEST

AMIGA ZONIC DUAL PLAYFIELD TEST

Dual playfield

Amiga Hardware Programming 2 - Make a rasterline

Amiga Hardware Programming 2 - Make a rasterline

The first steps from getting an

Amiga Game Dev - Making a multi-directional scrolling playfield

Amiga Game Dev - Making a multi-directional scrolling playfield

I'm finding this particularly difficult to achieve!

Amiga Tech - Dual Layer Graphics

Amiga Tech - Dual Layer Graphics

...

Amiga Dual Playfield Scroll

Amiga Dual Playfield Scroll

Amiga Dual Playfield Scroll

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 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 ...

Retrochallenge 2015 07 Dual-Playfield Nightmares

Retrochallenge 2015 07 Dual-Playfield Nightmares

In my final video for the 2015 summer Retrochallenge, I experiment with parallax scrolling using the