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**?xml version="1.0" encoding="UTF-8"?> feed xmlns:yt="http://www.youtube.com/xml/schemas/2015" xmlns:media="http://search.yahoo.com/mrss/" xmlns="http://www.w3.org/2005/Atom"> link rel="self" href="http://www.youtube.com/feeds/videos.xml?channel_id=UCwP6ehTJXvcI-JOWTEwnyGQ"/> id>yt:channel:wP6ehTJXvcI-JOWTEwnyGQ/id> yt:channelId>wP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>tschak909/title> link rel="alternate" href="https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2006-07-05T16:00:11+00:00/published> entry> id>yt:video:8IHrGR4JtRE/id> yt:videoId>8IHrGR4JtRE/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 7/title> link rel="alternate" href="https://www.youtube.com/watch?v=8IHrGR4JtRE"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-11-21T19:34:54+00:00/published> updated>2024-11-21T22:46:23+00:00/updated> media:group> media:title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 7/media:title> media:content url="https://www.youtube.com/v/8IHrGR4JtRE?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i1.ytimg.com/vi/8IHrGR4JtRE/hqdefault.jpg" width="480" height="360"/> media:description>In this #CommodoreAmiga PAC-MAN video, we show how Blitter Objects (or Bobs) are created using the GELs subsystem present in the Kickstart of every Amiga, by creating one for our Clyde ghost. #retrocomputing #retrogaming #gamedev Code: https://github.com/tschak909/amiga-pac-man/tree/main/test-harnesses/GelBOB Chapter Index: 00:00 Intro 02:00 Getting Started 02:35 Chapter 4 Libraries/Devices RKM 03:38 Creating our VSprite and Bob structures 05:20 Copying over Bobs.h from SpritesAndBob 08:30 Anatomy of a Ghost Bob (bitplanes) 12:26 Creating our Clyde Task 14:30 Initializing the GELs system. 18:50 Filling out Clyde's Bob and VSprite structures 28:03 Adding our Bob to the window's GELs list. 31:10 Drawing our Bob to the window's RastPort 33:10 First Compile 34:00 Fixing errors of first compile 36:00 Second Compile 38:00 Third Compile, after fixing case of DrawGList() ;) 39:38 Our Clyde Bob on screen! 40:00 Fixing Clyde's colors 41:28 Moving Clyde across the window 43:45 Fourth Compile 44:30 Fix missing i and frame variables :) 44:50 Fifth Compile 47:10 Animating Clyde 49:10 Sixth Compile 51:00 Watching Clyde Animate 51:18 Upcoming Videos!/media:description> media:community> media:starRating count="0" average="0.00" min="1" max="5"/> media:statistics views="0"/> /media:community> /media:group> /entry> entry> id>yt:video:Pbxa7G84oi4/id> yt:videoId>Pbxa7G84oi4/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>#Atari8bit creating a DLI effect./title> link rel="alternate" href="https://www.youtube.com/watch?v=Pbxa7G84oi4"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-11-17T17:00:07+00:00/published> updated>2024-11-19T05:35:44+00:00/updated> media:group> media:title>#Atari8bit creating a DLI effect./media:title> media:content url="https://www.youtube.com/v/Pbxa7G84oi4?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i1.ytimg.com/vi/Pbxa7G84oi4/hqdefault.jpg" width="480" height="360"/> media:description>I posted a small program made on #Atari8bit a few days ago of a multi-colored Atari logo made with ANTIC MODE F. This video shows how I made it. #retrocomputing #pixelart/media:description> media:community> media:starRating count="32" average="5.00" min="1" max="5"/> media:statistics views="483"/> /media:community> /media:group> /entry> entry> id>yt:video:Ycm_jS6JOFg/id> yt:videoId>Ycm_jS6JOFg/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 6/title> link rel="alternate" href="https://www.youtube.com/watch?v=Ycm_jS6JOFg"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-11-15T17:30:06+00:00/published> updated>2024-11-18T23:40:27+00:00/updated> media:group> media:title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 6/media:title> media:content url="https://www.youtube.com/v/Ycm_jS6JOFg?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i2.ytimg.com/vi/Ycm_jS6JOFg/hqdefault.jpg" width="480" height="360"/> media:description>In this #CommodoreAmiga PAC-MAN video, I show how the SimpleSprites of the GELs library built into the KickStart ROMs can provide easy access to hardware sprites that behave well on Intuition screens. #retrocomputing #retrogaming #gamedev Code: https://github.com/tschak909/amiga-pac-man/blob/main/test-harnesses/SpritePac/SpritePac.c 00:00 Intro 00:30 What we'll be making 04:45 What we're starting with 05:20 Adding sprite.h include 06:37 Looking at the RKM for Simple Sprites 09:52 Adding SPRITES to our NewScreen 10:45 Implement our SimpleSprite structure 13:40 Implement our Sprite data 17:43 Transforming Chunky pixels to planar 20:20 Drawing out our sprite bitplanes 22:48 *cut* How each line's bitplane data is calculated 24:35 GetSprite 26:50 Getting the color registers GetSprite gave us 27:50 SetRGB4 to set Sprite colors 29:33 First compile, we don't see the sprite 32:05 Add MoveSprite so we can see it. 36:05 Use MoveSprite to scoot the sprite across the screen 38:05 The second compile, the sprite scoots. 40:45 Adding the ChangeSprite calls, and the other two frames. 43:30 Almost final compile, with animation 46:30 Final tweak and compile to scoot the X position each TOF./media:description> media:community> media:starRating count="44" average="5.00" min="1" max="5"/> media:statistics views="592"/> /media:community> /media:group> /entry> entry> id>yt:video:xmUBxtRfIhk/id> yt:videoId>xmUBxtRfIhk/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 5/title> link rel="alternate" href="https://www.youtube.com/watch?v=xmUBxtRfIhk"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-11-10T17:00:06+00:00/published> updated>2024-11-12T22:55:23+00:00/updated> media:group> media:title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 5/media:title> media:content url="https://www.youtube.com/v/xmUBxtRfIhk?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i1.ytimg.com/vi/xmUBxtRfIhk/hqdefault.jpg" width="480" height="360"/> media:description>In this #CommodoreAmiga PAC-MAN video, I show how to modify Paula audio registers passed by audio.device to change the pitch of a playing sound, and using the timer.device to emulate a needed pac-man sound. #retrocomputing #retrogaming #gamedev Code: https://github.com/tschak909/amiga-pac-man/blob/main/test-harnesses/WSG2/WSG2.c Index: 00:00 Intro 01:30 Adding includes 03:00 Adding skeleton code 07:00 Initializing audio and timer 19:00 First Compile 20:00 Oops, typo 20:15 Retry Compile 21:30 Adding done() 23:30 Filling in main() 24:30 Second compile 25:40 Implement wsg() as static looping sound 30:50 Third compile 32:10 Running the loop 33:00 Implement downward slide 38:00 Fourth Compile 39:00 Playing the downward slide 39:30 Implement the upward climb 40:30 Fifth Compile 40:42 The PAC-MAN Sound System video 42:25 The finished result/media:description> media:community> media:starRating count="32" average="5.00" min="1" max="5"/> media:statistics views="578"/> /media:community> /media:group> /entry> entry> id>yt:video:MlzKqZXD1Kc/id> yt:videoId>MlzKqZXD1Kc/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 4/title> link rel="alternate" href="https://www.youtube.com/watch?v=MlzKqZXD1Kc"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-11-02T16:00:06+00:00/published> updated>2024-11-04T21:03:57+00:00/updated> media:group> media:title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 4/media:title> media:content url="https://www.youtube.com/v/MlzKqZXD1Kc?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i2.ytimg.com/vi/MlzKqZXD1Kc/hqdefault.jpg" width="480" height="360"/> media:description>In this #CommodoreAmiga PAC-MAN video, I show how to add a MessagePort to a Task, so that other tasks can manipulate the game score by sending Messages to it. #gamedev #retrocomputing #retrogaming GitHub: https://github.com/tschak909/amiga-pac-man/blob/main/test-harnesses/ScoreTask/ScoreTask.c 00:00:00 Intro 00:01:20 Creating the ScoreTask Project from PowerPelletTask 00:06:40 Adding our ScoreMessage struct 00:09:45 Starting our ScoreTask() 00:13:50 Creating our Score Port 00:15:30 Our Message processing loop. 00:21:00 Stopping our message loop 00:23:00 Starting our score task from main() 00:25:30 Finding our score Message Port 00:29:00 Creating our test Reset Message 00:33:30 Implementing scoreTask_Reset() and _Set() 00:39:00 First Compile 00:41:00 Fixing typos 00:46:00 Second compile 00:47:30 First crash! (improper use of our function!) 00:48:30 add scoreTask_Reset() call to our message loop 00:52:30 Third compile (after fixing typos) 00:54:30 Our task runs, but something is wrong! 00:55:45 Oops, forgot to remove a debugging Wait() ! 00:57:15 Score reset works, but port leaks. 00:58:45 Adding a STOP message to prevent the leak 01:01:45 Implement our ADD POINTS. 01:07:45 Implement our display score result at bottom of message loop. 01:18:00 Add test messages for SET and ADD scores. 01:25:00 Fourth Compile, some final typos 01:27:30 Fifth (and final) compile 01:29:30 Running finished Scoretask! 01:30:00 Upcoming videos/media:description> media:community> media:starRating count="47" average="5.00" min="1" max="5"/> media:statistics views="830"/> /media:community> /media:group> /entry> entry> id>yt:video:2dFlsIrzmdk/id> yt:videoId>2dFlsIrzmdk/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 3/title> link rel="alternate" href="https://www.youtube.com/watch?v=2dFlsIrzmdk"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-10-28T00:02:01+00:00/published> updated>2024-10-30T21:39:03+00:00/updated> media:group> media:title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 3/media:title> media:content url="https://www.youtube.com/v/2dFlsIrzmdk?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i3.ytimg.com/vi/2dFlsIrzmdk/hqdefault.jpg" width="480" height="360"/> media:description>In this Amiga PAC-MAN video, we start diving into Exec Tasks by making a stand-alone task that blinks the power pellet via a palette change and using the timer.device to keep time in a system friendly manner. Code can be seen here on GitHub: https://github.com/tschak909/amiga-pac-man/blob/main/test-harnesses/PowerPelletTask/PowerPelletTask.c #retrocomputing #retrogaming #commodoreamiga #gamedev Chapter Index: 00:00:00 Introduction 00:01:10 Exec RKM Chapter 2: Tasks 00:06:40 What we're building (DEMO) 00:07:35 Demo in OS 2.x 00:10:00 1.x and 2.x side by side 00:10:30 Creating the PowerPelletTask Project 00:13:00 Implementing the Test Harness 00:13:46 Choosing the power pellet color 00:16:20 Moving maze data to MazeBorders.h 00:20:30 Adding Exec includes and some externs 00:23:00 Creating our Task 00:26:00 Aside: Creating a power pellet image 00:33:00 First compile 00:34:30 Adding DisplayBeep(NULL); for debugging 00:35:00 First compile (for real) 00:37:20 First run, BLINK! Task works! 00:38:00 Adding the power pellet images 00:41:35 Implementing the Power Pellet Task 00:46:00 Implementing the blink timer using timer.device 01:00:00 Second compile 01:01:10 Fixing mistaeks 01:05:00 Final compile 01:06:00 The code is on GitHub! 01:06:45 It works!/media:description> media:community> media:starRating count="54" average="5.00" min="1" max="5"/> media:statistics views="940"/> /media:community> /media:group> /entry> entry> id>yt:video:Ew34Y79DQKU/id> yt:videoId>Ew34Y79DQKU/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 2/title> link rel="alternate" href="https://www.youtube.com/watch?v=Ew34Y79DQKU"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-10-20T01:05:59+00:00/published> updated>2024-11-19T13:46:56+00:00/updated> media:group> media:title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 2/media:title> media:content url="https://www.youtube.com/v/Ew34Y79DQKU?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i2.ytimg.com/vi/Ew34Y79DQKU/hqdefault.jpg" width="480" height="360"/> media:description>AMIGA PACMAN WIP: A quick video showing me quickly getting the Namco WSG sound waveforms into the Amiga so I can see how they sound. Many of NAMCO's games used a wavetable sound generator that provided 3 voices of 8 different 4-bit waveforms, each containing 32 samples. This is easy to adapt to Paula. #gamedev #retrocomputing #retrogaming/media:description> media:community> media:starRating count="73" average="5.00" min="1" max="5"/> media:statistics views="1111"/> /media:community> /media:group> /entry> entry> id>yt:video:SPGzukxpkBA/id> yt:videoId>SPGzukxpkBA/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 1/title> link rel="alternate" href="https://www.youtube.com/watch?v=SPGzukxpkBA"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-10-18T23:33:07+00:00/published> updated>2024-11-19T13:36:18+00:00/updated> media:group> media:title>PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 1/media:title> media:content url="https://www.youtube.com/v/SPGzukxpkBA?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i4.ytimg.com/vi/SPGzukxpkBA/hqdefault.jpg" width="480" height="360"/> media:description>I am working on a PAC-MAN for the Commodore Amiga that uses nothing but operating system calls for its graphics, sound, and scheduling. This is the first video in a series showing its development using the earliest C compiler (Lattice C 3.03). #retrocomputing #retrogaming #gamedev This is being done as an example of how to use the routines inside every Amiga in the context of their intended use to write software, such as games, that can cooperate in its multitasking environment. I am writing each piece of the code as an autonomous unit, with testing harnesses, with the goal of breaking each of code out into its own Exec task, communicating with each other via MessagePorts. I am uploading each piece to GitHub on a regular basis: https://github.com/tschak909/amiga-pac-man Index: 00:00 Introduction and Rationale. 02:25 Using the Hardware Directly. 05:50 Why use the Operating System? 08:22 My Environment 09:00 The methodology. 09:45 MazeDraw, drawing the maze using DrawBorder 14:50 A side-step into the custom font. 18:30 Common test harness bits. 22:00 The Makefile for each harness 25:11 DrawStage, drawing the stage icons with DrawImage 31:00 A side-step into how bitplane graphics work. 34:35 Animating PAC-MAN using Simple Sprites 43:15 These work on All Amigas/media:description> media:community> media:starRating count="174" average="5.00" min="1" max="5"/> media:statistics views="3136"/> /media:community> /media:group> /entry> entry> id>yt:video:1LnTQ7gvHQY/id> yt:videoId>1LnTQ7gvHQY/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>Amiga as a Workstation Part 8: A Beep tool called Orch./title> link rel="alternate" href="https://www.youtube.com/watch?v=1LnTQ7gvHQY"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-10-09T20:52:22+00:00/published> updated>2024-11-09T14:12:27+00:00/updated> media:group> media:title>Amiga as a Workstation Part 8: A Beep tool called Orch./media:title> media:content url="https://www.youtube.com/v/1LnTQ7gvHQY?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i2.ytimg.com/vi/1LnTQ7gvHQY/hqdefault.jpg" width="480" height="360"/> media:description>With compile times taking many minutes back in 1986 on my Commodore Amiga workstation, I wrote a tool that "beeps" at me! But because the Amiga can play samples, it's an "orchestra hit!" #retrocomputing This video shows how well made the operating system routines were for the sound, making it easy to asynchronously deal with sound coming from many different tasks, handling tough problems like voice allocation and precedence as part and parcel. This video is dedicated to RJ Mical, Sam Dicker, Robert Pariseau, Dale Luck, Carl Sassenrath, and the rest of the Amiga team, who made such a thoughtful software counterpart to the powerful hardware. Thank you. Code is here: https://github.com/tschak909/amiga-orch-beep Index: 00:00 Intro/Demo 01:40 About the sound 05:00 ATOM and why it's needed to put the sound in chip RAM 06:35 Combing through the code 07:30 Chapter 5 of RKM Libraries/Devices 24:30 What happens if you don't use ATOM. 25:00 Using Orch as intended/media:description> media:community> media:starRating count="64" average="5.00" min="1" max="5"/> media:statistics views="1151"/> /media:community> /media:group> /entry> entry> id>yt:video:f81M-YxHh98/id> yt:videoId>f81M-YxHh98/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>Amiga as a Workstation Part 7: HAM Colors and Fringing/title> link rel="alternate" href="https://www.youtube.com/watch?v=f81M-YxHh98"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-10-07T22:06:44+00:00/published> updated>2024-11-07T14:28:52+00:00/updated> media:group> media:title>Amiga as a Workstation Part 7: HAM Colors and Fringing/media:title> media:content url="https://www.youtube.com/v/f81M-YxHh98?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i3.ytimg.com/vi/f81M-YxHh98/hqdefault.jpg" width="480" height="360"/> media:description>Since some of you commented that I didn't address HAM "fringing" sufficiently, I have made a video explicitly describing what it is, and why it happens on the Commodore Amiga computer, using a very fundamental visual demonstration. #retrocomputing/media:description> media:community> media:starRating count="47" average="5.00" min="1" max="5"/> media:statistics views="571"/> /media:community> /media:group> /entry> entry> id>yt:video:LeQQICQtIN0/id> yt:videoId>LeQQICQtIN0/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>Amiga as a Workstation Part 6: What is HAM mode?/title> link rel="alternate" href="https://www.youtube.com/watch?v=LeQQICQtIN0"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-10-05T19:03:48+00:00/published> updated>2024-11-07T17:26:10+00:00/updated> media:group> media:title>Amiga as a Workstation Part 6: What is HAM mode?/media:title> media:content url="https://www.youtube.com/v/LeQQICQtIN0?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i1.ytimg.com/vi/LeQQICQtIN0/hqdefault.jpg" width="480" height="360"/> media:description>I have made a video showing how HAM mode works on the #CommodoreAmiga. Enjoy. Source code is here: https://github.com/tschak909/amiga-how-ham-works #retrocomputing Index: 0:00 Intro 0:30 Today's world of RGBA 1:39 Contrast to Amiga Bitplanes 4:10 Bitplane graphics examples 5:40 The HAM mode 9:08 How HAM Works/media:description> media:community> media:starRating count="84" average="5.00" min="1" max="5"/> media:statistics views="965"/> /media:community> /media:group> /entry> entry> id>yt:video:DgCCqpfsnFQ/id> yt:videoId>DgCCqpfsnFQ/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>Amiga as a Workstation Part 5: Heatmap, pass 1/title> link rel="alternate" href="https://www.youtube.com/watch?v=DgCCqpfsnFQ"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-09-03T13:25:31+00:00/published> updated>2024-10-18T02:36:47+00:00/updated> media:group> media:title>Amiga as a Workstation Part 5: Heatmap, pass 1/media:title> media:content url="https://www.youtube.com/v/DgCCqpfsnFQ?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i1.ytimg.com/vi/DgCCqpfsnFQ/hqdefault.jpg" width="480" height="360"/> media:description>In this part of the Amiga as a Workstation in 1986 series, we build an application which takes camera data from the lab vax, and visualizes it. We use the Amiga's unique screen architecture to mix lo and hires modes to maximize what can be shown on screen, stacking them as two carefully positioned screens using Intuition. The code can be seen here: https://github.com/tschak909/amiga-as-a-workstation/blob/main/Heatmap1/heatmap1.c #retrocomputing #commodoreAmiga Index: 00:00:00 Intro 00:04:49 The Spec 00:06:17 Creating our Project 00:12:00 Creating our Heatmap Screen 00:33:00 Creating Heatmap windows 00:45:00 Creating our Description Screen 01:18:20 Creating our Heatmap legend window 01:25:00 Creating our Heatmap window content 01:31:00 Setting heatmap color palette 01:40:20 Adding close button (done!)/media:description> media:community> media:starRating count="55" average="5.00" min="1" max="5"/> media:statistics views="920"/> /media:community> /media:group> /entry> entry> id>yt:video:UmPryBACkl0/id> yt:videoId>UmPryBACkl0/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>#shorts #Amiga1000 vs #Sun2, try 2. #commodoreamiga/title> link rel="alternate" href="https://www.youtube.com/watch?v=UmPryBACkl0"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-08-28T14:16:16+00:00/published> updated>2024-09-28T13:43:25+00:00/updated> media:group> media:title>#shorts #Amiga1000 vs #Sun2, try 2. #commodoreamiga/media:title> media:content url="https://www.youtube.com/v/UmPryBACkl0?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i2.ytimg.com/vi/UmPryBACkl0/hqdefault.jpg" width="480" height="360"/> media:description>Amiga vs Sun2/120, two systems of comparable power (sun2/120s were used for bring-up of the Amiga), running "frame demos". This second try pushes the speed of the sun framedemo as high as it will go. #retrocomputing/media:description> media:community> media:starRating count="19" average="5.00" min="1" max="5"/> media:statistics views="543"/> /media:community> /media:group> /entry> entry> id>yt:video:WtrXs47sTJc/id> yt:videoId>WtrXs47sTJc/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>Amiga GraphiCraft, ProPaint, and Aegis Images retrospective: using Warhol's portrait method./title> link rel="alternate" href="https://www.youtube.com/watch?v=WtrXs47sTJc"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-08-24T00:46:21+00:00/published> updated>2024-10-18T06:21:49+00:00/updated> media:group> media:title>Amiga GraphiCraft, ProPaint, and Aegis Images retrospective: using Warhol's portrait method./media:title> media:content url="https://www.youtube.com/v/WtrXs47sTJc?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i4.ytimg.com/vi/WtrXs47sTJc/hqdefault.jpg" width="480" height="360"/> media:description>Andy Warhol used a beta version of GraphiCraft at the #CommodoreAmiga launch event to do a portrait of Debbie Harry, but which version? #retrocomputing This video attempts to explain the lineage of GraphiCraft, and its sibling Aegis Images. As part of this retrospective, I re-create Andy Warhol's flood fill portrait method on my own face. GraphiCraft was initially commissioned to Island Graphics, where it was agreed that a simple and an advanced version of the program would be created. The simple version would be called GraphiCraft. The advanced version would be called ProPaint, with more tools. Because of delays in development, RJ Mical rewrote GraphiCraft, along with Barry Walsh, after getting Intuition completed, while ProPaint continued development at Island Graphics under the wing of Robert Leyland, Mathias Genser, and Mike Gomez. ProPaint would ultimately be licensed by Aegis, and released as Aegis Images. You can see here, the similarities between the beta version of GraphiCraft, and Aegis Images, while the released version of GraphiCraft is its own unique program with a similar look and feel./media:description> media:community> media:starRating count="36" average="5.00" min="1" max="5"/> media:statistics views="279"/> /media:community> /media:group> /entry> entry> id>yt:video:2g0O1zoljgk/id> yt:videoId>2g0O1zoljgk/yt:videoId> yt:channelId>UCwP6ehTJXvcI-JOWTEwnyGQ/yt:channelId> title>Amiga 1000 vs SUN 2/120. ;-)/title> link rel="alternate" href="https://www.youtube.com/watch?v=2g0O1zoljgk"/> author> name>tschak909/name> uri>https://www.youtube.com/channel/UCwP6ehTJXvcI-JOWTEwnyGQ/uri> /author> published>2024-08-23T01:17:16+00:00/published> updated>2024-09-24T11:49:28+00:00/updated> media:group> media:title>Amiga 1000 vs SUN 2/120. ;-)/media:title> media:content url="https://www.youtube.com/v/2g0O1zoljgk?version=3" type="application/x-shockwave-flash" width="640" height="390"/> media:thumbnail url="https://i3.ytimg.com/vi/2g0O1zoljgk/hqdefault.jpg" width="480" height="360"/> media:description>A SUN 2/120 running three copies of FrameDemo and an Amiga 1000 running three copies of Globe side by side. A video says a thousand words. :) #retrocomputing/media:description> media:community> media:starRating count="42" average="5.00" min="1" max="5"/> media:statistics views="691"/> /media:community> /media:group> /entry> /feed>

++++ UPdate DAvidKanal SET tsc=1732254045 WHERE Cid="161073"
22.11.2024 06:40
01.01.1970 01:00
01.01.1970 01:00

tschak909

1:: PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 7

21.11.2024 · 21:34:54 ··· Donnerstag ··· 22.11.2024 · 08:40:45 ···

2:: #Atari8bit creating a DLI effect.

17.11.2024 · 19:00:07 ··· Sonntag ··· 22.11.2024 · 08:40:45 ···

3:: PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 6

15.11.2024 · 19:30:06 ··· Freitag ··· 22.11.2024 · 08:40:45 ···

4:: PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 5

10.11.2024 · 19:00:06 ··· Sonntag ··· 22.11.2024 · 08:40:45 ···

5:: PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 4

02.11.2024 · 18:00:06 ··· Samstag ··· 22.11.2024 · 08:40:45 ···

6:: PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 3

28.10.2024 · 02:02:01 ··· Montag ··· 22.11.2024 · 08:40:45 ···

7:: PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 2

20.10.2024 · 03:05:59 ··· Sonntag ··· 22.11.2024 · 08:40:45 ···

8:: PAC-MAN for the Commodore Amiga: Writing an Operating System Friendly Game, Part 1

19.10.2024 · 01:33:07 ··· Samstag ··· 22.11.2024 · 08:40:45 ···

9:: Amiga as a Workstation Part 8: A Beep tool called Orch.

09.10.2024 · 22:52:22 ··· MiTTwoch ··· 22.11.2024 · 08:40:45 ···

10:: Amiga as a Workstation Part 7: HAM Colors and Fringing

08.10.2024 · 00:06:44 ··· Dienstag ··· 22.11.2024 · 08:40:45 ···

11:: Amiga as a Workstation Part 6: What is HAM mode?

05.10.2024 · 21:03:48 ··· Samstag ··· 22.11.2024 · 08:40:45 ···

12:: Amiga as a Workstation Part 5: Heatmap, pass 1

03.09.2024 · 15:25:31 ··· Dienstag ··· 22.11.2024 · 08:40:45 ···

13:: #shorts #Amiga1000 vs #Sun2, try 2. #commodoreamiga

28.08.2024 · 16:16:16 ··· MiTTwoch ··· 22.11.2024 · 08:40:45 ···

14:: Amiga GraphiCraft, ProPaint, and Aegis Images retrospective: using Warhol's portrait method.

24.08.2024 · 02:46:21 ··· Samstag ··· 22.11.2024 · 08:40:45 ···

15:: Amiga 1000 vs SUN 2/120. ;-)

23.08.2024 · 03:17:16 ··· Freitag ··· 22.11.2024 · 08:40:44 ···

16:: Aegis Images AKA ProPaint AKA GraphiCraft for the Commodore Amiga

16.08.2024 · 04:14:46 ··· Freitag ··· 14.11.2024 · 07:08:56 ···

17:: The #CommodoreAmiga had multi-planar animation capabilities in ROM!

26.07.2024 · 23:28:08 ··· Freitag ··· 14.11.2024 · 07:08:56 ···

18:: The unusable NME Sun2 Emulator

26.07.2024 · 19:42:40 ··· Freitag ··· 14.11.2024 · 07:08:56 ···

19:: Amiga as a Workstation Part 4: MicroEMACS and Sine

20.07.2024 · 18:54:37 ··· Samstag ··· 25.10.2024 · 17:27:23 ···

20:: Amiga as a Workstation Part 3: Adding a Hard Disk

15.07.2024 · 15:10:48 ··· Montag ··· 25.10.2024 · 17:27:23 ···

21:: Amiga as a Workstation: Part 2: Adding RAM

13.07.2024 · 16:34:56 ··· Samstag ··· 25.10.2024 · 17:27:23 ···

22:: Amiga As a Workstation: Part 1: Setting up Amiga C.

12.07.2024 · 17:07:11 ··· Freitag ··· 16.10.2024 · 01:31:20 ···

23:: Amiga As a Workstation: Part 0: First Foot Forward

11.07.2024 · 21:25:56 ··· Donnerstag ··· 16.10.2024 · 01:31:20 ···

24:: Coming soon: The Apple2 5 Card Stud for FujiNet.

10.05.2024 · 18:46:31 ··· Freitag ··· 18.09.2024 · 08:02:44 ···

25:: #FujiNet #TRS80CoCo NDIR tool demonstration.

19.04.2024 · 20:21:48 ··· Freitag ··· 18.09.2024 · 08:02:44 ···

26:: #FujiNet News Reader for #TRS80 Color Computer

19.04.2024 · 01:57:56 ··· Freitag ··· 18.09.2024 · 08:02:44 ···

27:: #FujiNet - Deep dive into the N: Device (Programming a CIO Handler)

31.01.2020 · 22:56:17 ··· Freitag ··· 21.11.2024 · 20:12:56 ···


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