Tag Archives: Amiga

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

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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

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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

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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

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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

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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

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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

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Just keeping it real, part 5

Ah, there it is at last, part 5! In case you were wondering why the previous two posts were not just part 5 and 6 already, well that is because they were not planned originally, and they were just things … Continue reading

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Just keeping it real, part 4.6

I’d like to correct something from the first part of this series. I mentioned some examples of very fast polygon routines on early PC hardware. Namely Triton’s Crystal Dream: And the game F29 Retaliator: At the time I suspected that … Continue reading

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Just keeping it real, part 4.5

There is an issue with the EGA code that I noticed early on, but I have not mentioned it yet, because I was not sure what was going on exactly. I have found most of the answers now, so let … Continue reading

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