Tag Archives: Mode X

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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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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Just keeping it real, part 4

Wow, part 4 already. I was only planning for 2 parts initially: one for PC, and one for Amiga. But after 3 parts, there is still some unfinished business. Let’s see if I can wrap it up now. First, let’s … Continue reading

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Just keeping it real, part 3

Last time, I left you after an introduction to the Amiga. This time, let’s get right down to the technical stuff. The first thing we have to do, is to set up our graphics screen. More custom hardware: the copper I … Continue reading

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