Author Topic: Amiga coding  (Read 7534 times)

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Offline spitfire

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Amiga coding
« on: May 03, 2016 »
Can someone suggest a toolset to use for programming Winuae amiga demos? What compiler, libraries etc do I need? Preferably c/asm. Then I'll need docs about the asm and c stuff specific to amiga too (like the video buffer address). Is there a site with all this info?

And what would the dev process be? Do I code on my pc and just run in the emulator or is there a toolset inside? Should I make everything as a bootable disk or run from the workbench? Whats the standard?

I'd rather hear about good solid resources you guys may already know of since you have the experience, than to search only to find disparate/incomplete/wrong info.
« Last Edit: May 03, 2016 by spitfire »

Offline spitfire

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Offline Rbz

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Re: Amiga coding
« Reply #2 on: May 08, 2016 »
Hi spitfire,

The best place to search is on the ADA forum:
http://ada.untergrund.net/?p=board

Check out this thread:
http://ada.untergrund.net/?p=boardthread&id=666&page=0
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Offline hellfire

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Re: Amiga coding
« Reply #3 on: May 16, 2016 »
Are you looking for OCS (Amiga 500) or AGA (Amiga 1200) stuff?
For our last two demos (click, click) we used VBCC.
It's a C (not C++) compiler which generates decent code and lets you look at the assembly output.
We maintain make files manually and run the compiler from our favourite C++ IDE.
Unless you're going to write your own disk-loader, you'll also need a bit of an operating system (Workbench) to run your generated exe.
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Offline spitfire

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Re: Amiga coding
« Reply #4 on: May 17, 2016 »
Hey thanks guys!

Hi Rbz thanks to your links I found this winuae demo toolchain http://www.pouet.net/prod.php?which=65625 which even has launchers from visual studio and bootloaders!
I couldn't get it to work at first then I realised you have to copy some stuff from the kickstarter roms and workbench files (as it says in the readme :P)

Hi Hellfire I want to do OCS stuff, do you think my software rasterizer could run on that, if its just a few polygons?
Btw awesome demos!

Offline hellfire

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Re: Amiga coding
« Reply #5 on: May 18, 2016 »
I want to do OCS stuff, do you think my software rasterizer could run on that, if its just a few polygons?
If you're planning to do it the traditional way (first render to a 1-byte-per-pixel buffer and convert it into bitplanes):
Sorry, no, definetely not. Or at least not at a resonable resolution or framerate.
You can, however, use the blitter to draw lines (polygon edges) and fill the area in between (flat shading).
The lines don't have subpixel precision, though. So it looks nicer to scan the edges manually.
The more bitplanes you have to fill (more bits are set in your color index), the slower it gets.
So you might want to sort the most-used colors by bit-count :)
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Offline Moroboshisan

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Re: Amiga coding
« Reply #6 on: May 21, 2016 »
There are many ASM courses available on the usual resources (Aminet, ADA etc) I found myself a very well done course (Italiano language only, unfortunately... unless you can read and understand italian! http://nl.aminet.net/dev/asm/CorsoASM-ITA01.readme) by Randy/RamJam.
Other kind of resource (a bit of a mess, but there is something useful if you dig hard enough!) could be http://cyberpingui.free.fr/demosfx.htm

Actually WinUAEDemosToolchain seems quite cool, I need to find some spare time to check it myself.