
Sign up to save your podcasts
Or


Drawing for a bit on real Amiga hardware! I need to make a real thumbnail for this eventually...
Drawing for a bit on real Amiga hardware! I need to make a real thumbnail for this eventually...
Drawing for a bit on real Amiga hardware! I finish the piece and get a little better at DPaint and the drawing tablet.
Drawing for a bit on real Amiga hardware! This is the first part of actually working on the finished piece.
Drawing for a bit on real Amiga hardware!
A few days late but that's fine. I play through the supplemental content of Night in the Woods.
Doing some drawing to make sure my stream setup is good for a future NITW stream.
It's time...time for a video on the Commodore Amiga Blitter! Topaz walks through the memory copy capabilities of this feature in the context of a small demo written to exercise the blitter, copper, and sprites.
Thanks to Tyrel (@[email protected]), corb0!
References
Code:
Documentation:
Credits
Music:
SFX:
Here's my Nandland Go Board (https://nandland.com/the-go-board/) running through some of the exercises from the creator's book and website:
I posted the Verilog source code that I reworked for these examples on my Gitea server: https://code.hackerbun.dev/john/go-board-code
The EGA and VGA video standards share some similarities with how the Amiga did graphics, but the similarities end when it comes to the 256 color graphics that defined 90s PC gaming. Topaz walks you through the basics of how those video modes worked, and what made them get so fast over time.
Thanks to Tyrel (@[email protected])!
References
3d game source code:
Code on Hackerbun:
2d games and the EGA pipeline:
Why are, like, half these examples id Software games?:
Credits
Music:
From the publisher's feed