Metal Combat - Planar 3D Engine Tech Demo For Amiga A1200
This short video is taken of a tech demo I wrote for the Amiga 1200 way back in 1995/1996. The demo is showing a planar based filled polygon rendering engine designed for A1200/020 systems with fast memory. The idea was to render the spans with the CPU and interleave this with the blitter, which turned out to be fairly good solution at the time.
While this demo was originally developed to test the viability of the planar rendering concept, the hope was it'd be fast enough to build a Virtual Fighter styled game. With more optimization it probably would have been, but we didn't get that far.
Code By: Kevin Picone
Music By: Ardarc
(Broken) Reality 1994/1995 Amiga Tech Demo
The original goal of the Reality project was to create a Wolf 3D / Blade Stone styled 2.5D game engine for Amiga A1200 / 020 with Fastmem. It was pretty ambitious at the time, and looking back I wouldn't say that we ever really met our objective, but certainly gave it a good shot. The only down side was that almost nobody got to see it, so here's a warts and all version!
The version shown here is about the only code that still assembles. There's newer versions of the source code, but they're missing lots of external files. None the less, this supports textured walls / floors with flat shaded polygons.
For polygons, the original idea was to draw triangles as vertical spans, so they could be clipped against the walls 1D z buffer. But sadly that's not in this version. The walls are connected together line segments, to draw the view, we get a cone of verts and draw the walls attached (to the verts) into the depth buffer. The floors clip to the smallest wall segment in the buffer, so sadly there's a lot of overdraw, not to mention the funky texture slipping....
The demo in the video, is running through the WinUAE emulator with an image of my A1200 hard drive. Most stuff seems to run ok, except the (AsmOne) assemblers ?, not sure why, but the combination seems rather unstable. So when you factor in the obvious bugs in my code ! :), this is best I can get it running in the short time available :( ... Hence the "Broken" Reality title.... Shame, I was enjoying the nostalgia.
Code By: https://www.UnderwareDesign.com
Art By: Raven (Textures are from Heretic)
Music By: Ardvarc
Vic Vision - Convert C64 Images To IFF (Amiga Program)
Vic Vision is a program for Classic Amigas that converts raw Commodore 64 graphic images into Amiga IFF format. It was developed for 64 artists, demo / Game coders, nostalgia freaks, who might be moving onto the Amiga and would like to take their favorite artwork with them.
Vic Vision supports many popular formats directly, such as FLI, AFLI, CFLI, Blazing Paddles, Koala, Raw Hardware Sprite Data, 8*8,8*16,16*16 fonts and many others, and also incorporates a custom format editor, allowing users to add support for either their own formats or any other that we've overlooked.
Z Rotate (Amiga)
This as a (very short) clip of another retro Amiga AGA effect. This is one a slightly different take on the regular Z-Rotate that was common at that time (Min 90's). It was later released as part of the experimental PLLB c2p package. Pllb is a set of C2p routines aimed at A1200 / 68020 with Fastmem.
The demo is running _not_ running real hardware here sorry, my A1200 died long ago. None the less, you'll be able to find the demo on my site soon enough.
https://www.UnderwareDesign.com
Gouraud Cube (Amiga)
This as a (very short) clip of another retro Amiga AGA effect, the classic gouraud cube.. Original, I know :).. Sadly the video compression kills the shading a bit though. Not too sure when this was first made now, probably been 1995/ 1997. The gouraud code is as you'd imagine it, pretty slow in retrospect. I think, it was only ever released as part of the experimental PLLB c2p package. Pllb is a set of C2p routines aimed at A1200 / 68020 with Fastmem.
The demo is running _not_ running real hardware here sorry!, my A1200 died long ago. None the less, you'll be able to find the demo on my site soon enough.
https://www.UnderwareDesign.com
AGE Example - Loading 256 Colour Picture In AmosPro
In very short this video we see the AGE library wrapper being used from AmosPRO. The demo frame work sets up the library, create a screen, loads the 8bit (256 colour) IFF, creates a copper list and then displays it.
Developed By:
https://www.underwaredesign.com
Compressed Anim Replayer (Amiga AGA)
This clip is showing a decompression system written for Amiga AGA 68020 systems back in around 1997/1998. The routine was written as a demo part where the objective was to get the animation data as small as possible, while retaining around a 10/12fps replay on real Amiga A1200/68020 hardware.
The original animation consists of 120 frames, where each frame is 160x * 128y in 64 colours. The raw planar data for the whole animation weighs in at approximately 1440 odd K, even though the packer uses chucky pixels.
The packer uses a three pass filter, stage one handlers string style byte repetitions, then there's a type a control byte replacement, with a bit merger pass at the end. The final code (which is big mess :) ), is long away from the original delta block / tile style packer, I'd intending upon using. But it worked out ok in the end.
The compressed anim comes in 859K, so it's about 40% reduction over the raw planar version. What's surprising today though, is that ratio is still better than just LHA / LHX / RAR / ZIP'ing the original raw anim. But they're generic, and this was crafted to pack this animation and only this animation.
Developed By:
https://www.UnderwareDesign.com