Tag Archives: Amiga

Retro programming, what is it?

As you may have seen, in the comment section of my previous two articles, a somewhat confused individual has left a number of rather lengthy comments. I had already encountered this individual in the comments section of some YouTube videos … Continue reading

Posted in Oldskool/retro programming | Tagged , , , , , , , , | Leave a comment

An Amiga can’t do Wolfenstein 3D!

Like many people who grew up in the 80s and early 90s, gaming was a 2d affair for me. Scrolling, sprites and smooth animation were key elements of most action games. The Commodore 64 was an excellent gaming machine in … Continue reading

Posted in Oldskool/retro programming | Tagged , , , , , , , , , , , | 17 Comments

Do 8-bit DACs result in 8-bit audio quality?

During a “””discussion””” some weeks ago, I found that apparently some people think that any system that uses 8-bit DACs is therefore ‘8-bit quality’. A comparison was made between the Amiga and a Sound Blaster 1.0. Both may use 8-bit … Continue reading

Advertisement

Posted in Oldskool/retro programming | Tagged , , , , , , , , , , , , , , | 9 Comments

8088 MPH: Sprites? Where we’re going, we don’t need… sprites!

I would like to give some technical background information on the sprite part in 8088 MPH, but before I do that, I want to discuss the music and the musicians, as they did not seem to have gotten very much … Continue reading

Posted in Oldskool/retro programming, Software development | Tagged , , , , , , , , , | 9 Comments

When old and new meet: lessons from the past

As you may know, I like to dabble in retro-computing. I have held on to most computers I’ve used over the years, and I play with them from time to time. However, an interesting change has happened over the years: … Continue reading

Posted in Direct3D, Oldskool/retro programming, OpenGL, Software development | Tagged , , , , , , , , , , , , , , , , , | 1 Comment

Just keeping it real, part 7

Initially, part 7 was about something different altogether, but I have decided to bump that up to part 8 instead. Because as I was working on part 7, it dawned on me that I still had some loose ends to … Continue reading

Posted in Oldskool/retro programming, Software development | Tagged , , , , , , , , , , , | 3 Comments

Chiptunes…

You keep using that word. I do not think it means what you think it means. One thing that annoys me is the recent fad in ‘8-bit’ music. Especially when people also refer to it as ‘chipmusic’ or ‘chiptunes’, then … Continue reading

Posted in Hardware news, Oldskool/retro programming, Software news | Tagged , , , , , , , , , , , , | 44 Comments

Just keeping it real, part 6

It has been a while, but you know I’ve been keeping it real in the meantime. Firstly I’d like to mention a demo that I have cooperated on, which is loosely related to this series. This demo is called The … Continue reading

Posted in Direct3D, Oldskool/retro programming, Software development | Tagged , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , | 11 Comments

Random thoughts on programming, culture and such

I recently stumbled upon the blog of Mike Taylor, The Reinvigorated Programmer. He touches on various subjects that I can identify with (such as retro-computing and sushi), and some of which I have wanted to write about for a while … Continue reading

Posted in Software development, Software news | Tagged , , , , , , , , | 13 Comments

Just keeping it real, part 5.1

Picking up where I left off in part 5, the subpixel-corrected polygons on Amiga: The subpixel-correction in itself appeared to work. My analysis of the input terms for the blitter’s linedrawing appeared to be correct: you can specify the error-term … Continue reading

Posted in Oldskool/retro programming, Software development | Tagged , , , , , , , , , , , , , | 13 Comments