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Tag Archives: Amiga
Lemmings, or how clever tricks make platforms more different than they seem
The other day I read this in-depth article on font usage in early DOS games by VileR. Since some of the fonts were apparently stored not as 1-bit bitmaps, but as multiple bits per pixel, I was wondering when the … Continue reading
Posted in Oldskool/retro programming
Tagged Amiga, Atari, Atari ST, CGA, DMA Design, DOS, EGA, Lemmings, oldskool, PC, Psygnosis, retrogaming, VGA, video-games
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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 Amiga, coding, Commodore 64, DOS, IBM, oldskool, PC, retro, reverse engineering
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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 Amiga, bitplane, Catacomb 3-D, DOOM, DOS, Dread, EGA, Mode X, oldskool, optimize, PC, Wolfenstein 3D
21 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
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 8088, 8088 mph, Amiga, assembly, bobs, CGA, IBM, MS-DOS, PC, Sprites
10 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 3D, Amiga, assembly, C, C64, Commodore 64, compatibility, compiler, digital longevity, Direct3D, directx sdk, libraries, MS-DOS, oldskool, OpenGL, portability, retro, Windows SDK
2 Comments
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 AGA, Amiga, amiga games, bitplane, blitter, demoscene, gaming, graphical effects, oldskool, optimize, polygon, subpixel
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 Amiga, C64, chip music, chiptune, Commodore, mod, music, Paula, SID, software synthesizers, sound chips, tiny chips, tracker
44 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 Amiga, C64, culture, linux, Mike Taylor, programming, retro, technology, Windows
13 Comments