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/  Forum Index
   /  Amiga Development
      /  3rd tutorial on ASM- and HW-coding
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Vikke 
3rd tutorial on ASM- and HW-coding
Posted on 25-Mar-2013 6:04:23
#1 ]
Regular Member
Joined: 22-Apr-2004
Posts: 106
From: Finland

So, I'm back with yet another very popular Amiga-effect:

Rolling an image around a copperbar.

SIte: http://vikke.net

This is just a 32px tall copperbar and a 94px tall image.
Just to spice up the screen a little bit I put 5 of the same rolling copperbars, and to get a little extra from them I have all five images on the copperbars with a small offset.

Next up will be 64px/200px, and probably with 2 different executables as I did some testing on what kind of routine would look the best. Surprisingly the more mathematically correct method didn't render the better endresult (looking at the test, it isn't really that surprising).

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spotUP 
Re: 3rd tutorial on ASM- and HW-coding
Posted on 25-Mar-2013 11:18:14
#2 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@Vikke

a tutorial on how to draw filled and unfilled circles really fast would be nice!
a dragon ball would be a nice bonus! ;)

thanks for your nice work on the page!

Last edited by spotUP on 25-Mar-2013 at 11:18 AM.

_________________
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http://www.asciiarena.com
http://www.uprough.net

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Vikke 
Re: 3rd tutorial on ASM- and HW-coding
Posted on 25-Mar-2013 14:38:34
#3 ]
Regular Member
Joined: 22-Apr-2004
Posts: 106
From: Finland

@spotUP

Perhaps I'll do fast circles when I get to writing pixels into the bitfields. There are many possible ways of making circles fast, I haven't tried all of them, but I did quite a lot of testing on circles in AmigaBasic. Yes, I used to test my algorithms in Basic before trying to implement them in assembler.

Loops and such are quite different in assembler, but the algorithms had to work in Basic as well, and doing Basic-code is a lot faster to do than assembler. I think many coders did it this way. I would like to have a good Basic interpreter on Windows, or perhaps I should relearn AmigaBasic as well :)

So, I should have some knowledge on getting circles drawn quite fast, even though I haven't made that many tests on it in assembler.

I don't know what a dragon ball is...?

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Vikke 
Re: 3rd tutorial on ASM- and HW-coding
Posted on 25-Mar-2013 17:46:56
#4 ]
Regular Member
Joined: 22-Apr-2004
Posts: 106
From: Finland

I think here are others on the site that can help with coding as well.

If somebody else wants to make code for fast circle drawing it will be fine with me, as I already have some things planned to make. Although I am open for suggestions on what kind of code to show examples of, I'm afraid it can take some time until I can do much regarding those suggestions.

Last edited by Vikke on 25-Mar-2013 at 05:47 PM.

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kamelito 
Re: 3rd tutorial on ASM- and HW-coding
Posted on 25-Mar-2013 20:09:21
#5 ]
Cult Member
Joined: 26-Jul-2004
Posts: 848
From: Unknown

@Vikke

What would be nice maybe when you do an effect might be an introduction like how the effect x as shown in demo y is done.
Your third one could be Ackerlight and Wildcopper demo etc
Kamelito

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Vikke 
Re: 3rd tutorial on ASM- and HW-coding
Posted on 25-Mar-2013 20:26:31
#6 ]
Regular Member
Joined: 22-Apr-2004
Posts: 106
From: Finland

@kamelit0

Perhaps I could do that, if I find the appropriate demos. As I have seen the effects some time somewhere, but all this is more or less a rehash of things I have done many years ago. But, the latest was of course from the Wildcopper, that much I too remember :)

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_Steve_ 
Re: 3rd tutorial on ASM- and HW-coding
Posted on 25-Mar-2013 23:16:03
#7 ]
Team Member
Joined: 17-Oct-2002
Posts: 6824
From: UK

@Vikke

I'd like to echo many of the other comments here, but great work on this.

_________________
Test sig (new)

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