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/  Forum Index
   /  Amiga Development
      /  ALS, a new graphics system
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PosterThread
Hammer 
Re: MLS, a new graphics system
Posted on 19-Sep-2020 14:38:28
#61 ]
Elite Member
Joined: 9-Mar-2003
Posts: 4076
From: Australia

@ppcamiga1

Quote:

ppcamiga1 wrote:
@NutsAboutAmiga

Quote:
https://www.youtube.com/watch?v=K5dOTx_JIwA


Very good graphics, on uae it is cool game on real hardware too slow.


It's pretty smooth on Amiga 500+Wicher 508i's 68000 from 25Mhz to 50Mhz. I run BitplaneBG sample demo on Amos Pro 2.0.

Last edited by Hammer on 19-Sep-2020 at 03:07 PM.
Last edited by Hammer on 19-Sep-2020 at 02:40 PM.

_________________
Intel Core i9-9900K, DDR4-3800 32 GB RAM, MSI GeForce RTX 2080 Ti
AMD Ryzen 9 3900X, DDR4-3200 32 GB RAM, ASUS GeForce RTX 2080 EVO
Amiga 1200 (Rev 1D4, KS 3.X, 882 40Mhz, 10MB RAM), .
Amiga 500 (Rev 6A, KS 3.1.4, 68K 50Mhz , 12MB RAM)

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saimo 
Re: ALS, a new graphics system
Posted on 29-Sep-2020 10:30:45
#62 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2310
From: Unknown

Thank you, guys!

Last week I analyzed the code produced by the AMOS Professional Compiler and changed the ALS code in order to have the compiler output the most efficient code it is capable of. Contextually, I have also added a new little feature (palette segments), updated two demos and improved the documentation constantly.
This week I'm continuing the review of the documentation and constantly improving it. Once done, (hopefully) it will only be a matter of preparing a web page before ALS gets released.

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saimo 
Re: ALS, a new graphics system
Posted on 19-Oct-2020 9:10:21
#63 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2310
From: Unknown

VIDEO PREVIEW #5

Since last time, I improved/fixed a few things, revised greatly the documentation and updated the programs shown in the video. I also prepared the project web page: https://www.retream.com/ALS (redirects to https://retream.itch.io/als).
Currently I'm continuing to revise the documentation iteratively: when no more corrections are needed, ALS will be released - and I hope to make that happen this week.

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OlafS25 
Re: ALS, a new graphics system
Posted on 19-Oct-2020 11:49:01
#64 ]
Elite Member
Joined: 12-May-2010
Posts: 5771
From: Unknown

@saimo

demo is pretty cool...

just for understanding... you use AGA for it (256 colors)?

How does it integrate with "standard AMOS" commands?

For example regarding sprite or bob handling? Normally all AMOS commands do not support AGA

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saimo 
Re: ALS, a new graphics system
Posted on 19-Oct-2020 13:14:12
#65 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2310
From: Unknown

@OlafS25

Quote:
Just for understanding... you use AGA for it (256 colors)?

ALS adapts to the chipset of the machine it runs on. If it finds AGA, it can do more.
The "ghosts" demo (the first demo in the latest video) runs on OCS/ECS.

Quote:
How does it integrate with "standard AMOS" commands?

For example regarding sprite or bob handling? Normally all AMOS commands do not support AGA

The answer is in the description
"ALS" stands for "AMOS Layers System" (formerly "MLS" = "Multi-Layer System"), as it turns the screens of AMOS Professional ("AMOS" from now on) into layers that can be laid over one another, with complete control of order, colors and trasparency, while keeping them renderable as usual.
It is easy to use, does not require much knowledge of the Amiga graphics hardware, does not require installation or extensions, and comes as a set variables, arrays and procedures written in fully-commented AMOS code - it can be thought of as an AMOS source-level library.

Last edited by saimo on 19-Oct-2020 at 01:19 PM.
Last edited by saimo on 19-Oct-2020 at 01:14 PM.

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