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      /  ALS, a new graphics system - RELEASED!
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PosterThread
Hammer 
Re: MLS, a new graphics system
Posted on 19-Sep-2020 15:38:28
#61 ]
Elite Member
Joined: 9-Mar-2003
Posts: 5272
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 04:07 PM.
Last edited by Hammer on 19-Sep-2020 at 03:40 PM.

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Amiga 500 (Rev 6A, KS 3.2, PiStorm/RPi 3a/Emu68)

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saimo 
Re: ALS, a new graphics system
Posted on 29-Sep-2020 11:30:45
#62 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
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 10:10:21
#63 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
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 12:49:01
#64 ]
Elite Member
Joined: 12-May-2010
Posts: 6338
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 14:14:12
#65 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
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 02:19 PM.
Last edited by saimo on 19-Oct-2020 at 02:14 PM.

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saimo 
Re: ALS, a new graphics system
Posted on 1-Nov-2020 10:59:35
#66 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

It took longer than I thought, but finally ALS is out!
Get it for free from https://www.retream.com/ALS.
I hope that it will be useful to somebody, and that some day I'll get to see a cool game made with it ;)

FINAL VIDEO

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ErikBauer 
Re: ALS, a new graphics system
Posted on 2-Nov-2020 10:06:06
#67 ]
Super Member
Joined: 25-Feb-2004
Posts: 1141
From: Italy

Neat!
Congrats for the excellent work!

Hope to see it used somewhere now

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Birbo 
Re: ALS, a new graphics system
Posted on 2-Nov-2020 10:36:20
#68 ]
Cult Member
Joined: 5-Apr-2007
Posts: 594
From: Zurich, Switzerland

@saimo

Absolute brilliant! Thank you very much!

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saimo 
Re: ALS, a new graphics system
Posted on 2-Nov-2020 13:00:44
#69 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

@ErikBauer

Thank you!
Yes, your hope is my hope


@Birbo

Thanks a lot!

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klx300r 
Re: ALS, a new graphics system
Posted on 3-Nov-2020 1:02:28
#70 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3836
From: Toronto, Canada

@saimo

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saimo 
Re: ALS, a new graphics system - RELEASED!
Posted on 22-Mar-2021 15:51:23
#71 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

I have released a minor bugfix update for ALS which fixes a few minor issues.

v1.89 (21.03.2021)
* Fixed bug in ALS_SET_DISPLAY_COLORS_RANGE_FROM_PALETTE_SEGMENT[], which caused the low 12 bits of the colors to be set to the same value as the high 12 bits (because the instruction Areg(0)=PSA was placed just after the beginning of a loop, despite the comment just above said: "Areg(0) is set only once before the loop thanks to the fact that it is updated by Call with the value returned by ALS_SETCOLORXXRANGE()").
* Replaced all End/Pop Proc[False] with End/Pop Proc[0], as False might crash the Compiler in some circumstances.
* Fixed a comment in the ALS code.
* Fixed the metadata of a couple of ILBM files.
* Added a note to the demo3 program.

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saimo 
Re: ALS, a new graphics system - RELEASED!
Posted on 6-Jun-2021 11:05:07
#72 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

Working on Follix (which uses ALS) inspired a few improvements.

v1.94 (06.06.2021)
* Added ALS_CHECK_LAYER_INDEX[].
* Added ALS_COPY_PALETTE_SEGMENT[].
* Added ALS_CREATE_LAYER_AS_CLONE[].
* Added ALS_SET_LAYER_A_AND_COLORS_FROM LAYER[].
* Made check on layer index in ALS_DESTROY_LAYER[] and ALS_MAKE_LAYER_DESCRIPTOR[] more robust.
* Removed check on layer index from ALS_GET_LAYER_DEPTH[].
* Simplified ALS_OPEN_FILE[].
* Updated manual.

https://www.retream.com/ALS

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AmigaBlitter 
Re: ALS, a new graphics system - RELEASED!
Posted on 6-Jun-2021 11:30:06
#73 ]
Elite Member
Joined: 26-Sep-2005
Posts: 3513
From: Unknown

@saimo

I'm impressed of the amazing work you've done.

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Hammer 
Re: ALS, a new graphics system
Posted on 6-Jun-2021 15:53:19
#74 ]
Elite Member
Joined: 9-Mar-2003
Posts: 5272
From: Australia

@saimo

Quote:

saimo wrote:
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.

Nice.

_________________
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Amiga 1200 (Rev 1D1, KS 3.2, PiStorm32lite/RPi 4B 4GB/Emu68)
Amiga 500 (Rev 6A, KS 3.2, PiStorm/RPi 3a/Emu68)

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saimo 
Re: ALS, a new graphics system - RELEASED!
Posted on 7-Jun-2021 16:12:56
#75 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

Thank you, guys!

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saimo 
Re: ALS, a new graphics system - RELEASED!
Posted on 4-Jul-2021 21:44:00
#76 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

Just released another update.

v1.95 (4.7.2021)
* Optimized ALS_SET_DISPLAY_COLORS_RANGE_FROM_PALETTE[] and ALS_SET_DISPLAY_COLORS_RANGE_FROM_PALETTE_RANGE[] a little bit.
* Removed wrong comment from ALS_SET_DISPLAY_COLORS_RANGE_FROM_PALETTE[].

https://www.retream.com/ALS

This is the last version that supports also OCS and ECS. ALS v2 will be AGA-only. The reason is that supporting all the chipsets requires lots of additional code and also slows down execution in many places, while functionality is still very limited on OCS and ECS due to the fact that they offer only 6 bitplanes and 32 color registers. ALS is much more useful on AGA, so it makes sense to have a leaner and faster version for that chipset.

Also, I decided to postpone the release of Follix to after ALS v2 is done, so that the game can benefit from it.

Last edited by saimo on 04-Jul-2021 at 09:47 PM.

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saimo 
Re: ALS, a new graphics system - RELEASED!
Posted on 6-Jul-2021 16:13:57
#77 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

v1.96 and v2.0 released

As announced recently, here is ALS v2, whose main difference with the previous versions is that it's for AGA only and, therefore, can benefit from faster and smaller code (the compiled binary is about 3.5 kB smaller).
Besides the work done for the AGA-only transition, there are also a few more improvements, many of which made it also to a new v1 library (v1 is supposed to be end-of-line, but still I couldn't resist fixing/improving what surfaced along way). The changelogs below detail the changes.

https://www.retream.com/ALS

v2.0 (6.7.2021)
* Removed useless code from ALS_COPY_PALETTE_SEGMENT[].
* Removed OCS/ECS code.
* Removed OCS/ECS palettes support.
* Removed ALS_CHIPSETID, ALS_MAXLAYERCOLORSNUMBER, ALS_MAXPLANESNUMBER, ALS_PALETTECOLORSNUMBER, ALS_ADDRESSABLECOLORSNUMBER.
* Optimized code for AGA.
* Optimized ALS_SET_DISPLAY_COLORS_FROM_PALETTE[], ALS_SET_DISPLAY_COLORS_RANGE_FROM_PALETTE[] and ALS_SET_DISPLAY_COLORS_RANGE_FROM_PALETTE_SEGMENT[] a lot.
* Added ALS_BUILD_DISPLAY_COPPERLIST_HEAD[] and ALS_BUILD_DISPLAY_COPPERLIST_TAIL[].
* Made various other improvements.
* Revised/extended manual.

v1.96 (6.7.2021)
* Removed useless code from ALS_COPY_PALETTE_SEGMENT[].
* Optimized ALS_SET_DISPLAY_COLORS_FROM_PALETTE[] a little bit.
* Added ALS_BUILD_DISPLAY_COPPERLIST_HEAD[] and ALS_BUILD_DISPLAY_COPPERLIST_TAIL[].
* Made various other improvements.
* Revised/extended manual.

I have tested both version extensively through their test/demo programs and by means of ArtPazz and Follix. All tests have been done on a real Amiga 1200 (with and without accelerator board) and in UAE, and ran both from interpreter and as compiled programs. No issues were found, so it looks like the massive work didn't break anything.

Last edited by saimo on 06-Jul-2021 at 04:40 PM.
Last edited by saimo on 06-Jul-2021 at 04:34 PM.

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Birbo 
Re: ALS, a new graphics system - RELEASED!
Posted on 6-Jul-2021 21:29:06
#78 ]
Cult Member
Joined: 5-Apr-2007
Posts: 594
From: Zurich, Switzerland

@saimo

Brillant! Thanks a lot!

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saimo 
Re: ALS, a new graphics system - RELEASED!
Posted on 16-Jul-2021 16:03:29
#79 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

@Birbo

Thanks!


@all

Just released an update aimed at improving the terminology and the documentation.

v1.97 & v2.1 (16.7.2021)
* Renamed "palette segments" as "segments".
* Renamed: ALS_COPY_PALETTE_RANGE[] as ALS_COPY_SEGMENT_FROM_PALETTE_RANGE[]; ALS_EXTRACT_PALETTE_SEGMENT[] as ALS_CREATE_SEGMENT_FROM_PALETTE_RANGE[]; ALS_SET_DISPLAY_COLORS_RANGE_FROM_PALETTE_SEGMENT as ALS_SET_DISPLAY_COLORS_RANGE_FROM_SEGMENT[].
* Updated/revised in-code documentation.
* Updated/revised/fixed manual.

https://www.retream.com/ALS

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saimo 
Re: ALS, a new graphics system - RELEASED!
Posted on 21-Feb-2023 12:24:18
#80 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2453
From: Unknown

A quick heads-up to let you know that I released a couple of littles updates.

v1.99 and v2.3 (20.2.2023)
* Changed the conditions of many If, Until and While statements and turned For ... Next loops into Repeat ... Until loops to have the AMOS Professional Compiler produce shorter and faster code.

v1.98 and v2.2 (19.2.2023)
* Added CPU caches clearing after machine code routines generation in ALS_INITIALIZE_SYSTEM[].

https://www.retream.com/ALS
https://retream.itch.io/als

Last edited by saimo on 21-Feb-2023 at 12:29 PM.
Last edited by saimo on 21-Feb-2023 at 12:25 PM.

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