Hannibal information 78 glöps
- general:
- level: user
- personal:
- first name: Soren
- last name: Hannibal
- demo Amiga OCS/ECS Game On
- I tried changing from 24 to 22 rows, and that made it run without flickering.
- isokadded on the 2025-12-04 13:34:02
- demo Amiga OCS/ECS Game On
- Nice trick - it's pushing the limits of regular HAM chunky further. Well done.
It slows down for me when run on an amiga without real fastram, but in UAE with a500 with fastram it looks neat. - rulezadded on the 2025-12-03 05:45:26
- demo Amiga OCS/ECS 3D Demo 3: The Last Drop by Lemon.
- I finally finished the long-promised writeup: Making of 3D Demo 3
- isokadded on the 2025-11-15 00:06:44
- demopack diskmag Amiga OCS/ECS Speed issue #71 - Into The Rotozone by Nah-Kolor [web]
- Nice way of summing up the whole challenge, and great job getting everyone to comment.
- rulezadded on the 2025-10-06 19:45:31
- intro Amiga AGA Amiga OCS/ECS Game Under Again by Lemon.
- Cool, I didn't know about the top bits in BPLCON4, that would be even faster!
I wonder why Blueberry saw 376 and you and Photon see 369. Maybe some hardware sees the hsync signal and use previously received colors on the hardware Blueberry used? This is fascinating. - isokadded on the 2025-09-21 20:05:05
- intro Amiga AGA Amiga OCS/ECS Game Under Again by Lemon.
- Gigabates, the main improvement since And One Up The Sleeve was when to change between bitplane and HAM displays. In AOUTS I switched to bitplane mode at the right side of the screen. In GU/GUA I switched to bitplane mode in the middle of the screen, and switched back to HAM after the 16 columns were shown. That gave me 64 extra pixels to spend moving sprites and setting sprite colors, and it meant I only had to dynamically move 3 sprites and set 6 sprite colors throughout the raster line - the other sprites were fixed in position, and their colors only had to be set for each row (i.e. every 4 raster lines), which I could mostly do with the CPU.
I also changed the copper sync point in each raster line to be in the middle of the frame instead of during the border. This meant that there were DMA cycles free for the CPU both at the border and at the middle of the raster line, which gives a total of 8 shorter CPU activity spans per row where instructions run.
The CPU loop per row is only 12 instructions long. 3 of the 4 raster lines in a row are using divu #$1,d0 and lsl.w d0,dx to skip past the audio dma cycles and stay stable - the Gigabates trick. The CPU sets a total of 22 used colors - 21 of them with a single movem, followed by a single move for color 31. The movem command itself takes more than a whole raster line to execute, but I timed it so it starts setting the colors during the middle CPU activity span, and it sets left-side colors first and right-side colors last, so all colors are set by the time they are needed for the next raster line. - isokadded on the 2025-09-21 18:46:40
- intro Amiga AGA Amiga OCS/ECS Game Under Again by Lemon.
- I just wanted to just make a small AGA friendly version of Game Under, but the effort kept growing! I probably ended up spending more time on this version than the original intro, because I wanted to make proper demosystem-level fixes, not just simple hacks, to prepare me for AGA-fixing 3D Demo 3.
I then wanted to see how fast the A1200 was compared to A500, and with a few standard A1200 optimizations (CPU cache friendly loops, 32-bit aligned data, using 4x bitplane fetch, and using 7 1/2 bitplanes on screen), I reached over 12000 chunky pixels, enough for maximum overscan with 3x3 pixel chunks.
I ended up refactoring the OCS code, so now it is perfectly cpu stable - In the DMA debugger it is beautiful now! Plus I pushed the record from 92 to 94 columns, which *should* be the maximum visible width from the Amiga display chip.
Finally, I single-filed it to make Magic happy (not really - I did it because Virgill's A1200 doesn't have a working DF0 :-). And I single-filed And One Up The Sleeve, too - but I didn't Aga-fix that one. - isokadded on the 2025-09-21 09:24:55
- demo invitation Amiga AGA No-CPU Challenge by Demostue Allst★rs
- This needs a huge thumbs up. We all knew that the coprocessors are Turing complete, but it takes a huge effort to make anything look remotely interesting. The copper showdown editor and Savior’s Interceptor intro also deserve a lot of respect, but this entry went so much further. I love that it is not a typical tech demo, but a complete demo with great art, music, coherent design and lots of different screens and effects. Wow
- rulezadded on the 2025-08-26 16:57:32
- demotool Linux Windows MacOSX Intel Copper Showdown Editor by Akronyme Analogiker & Finity Games
- A massive effort here!
- rulezadded on the 2025-08-26 16:46:16
- demotool Linux Windows MacOSX Intel Copper Showdown Editor by Akronyme Analogiker & Finity Games
- A massive effort here!
- rulezadded on the 2025-08-26 16:46:16
account created on the 2006-01-30 23:42:28
