26.Jan.2024
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Preview video: "The Lost Pixel" for AGA-Amigas
"The Lost Pixel" will be a conversion of the game of the same name by bitmagine Studio for AGA-Amigas. The platformer will be created using the RedPill game construction kit and will offer the following features:
- 64 colours
- 4 colours background sprites
- wonderful music based on the original songs
- two characters: Pix Cube and Pix Slime
- secets to be found on each level
- funny enemies
According to the developer, who previously converted Capitan Trueno, the game "will not need much RAM or CPU". (dr)
[News message: 26. Jan. 2024, 05:51] [Comments: 0]
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25.Jan.2024
Seiya (ANF)
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PDF magazine: REV'n'GE 154 (Italian/English)
Besides the Italian original issue, the PDF magazine REV'n'GE ("Retro Emulator Vision and Game") is also available in English. The magazine's reviews compare, if available, the different ports of classic games to the various platforms of their time. Furthermore a focus is on rather unknown retro games.
Amiga-related, the current issue - a Winter Olympics special - is about "Winter Supersports 92" and "Space Cavern Blaster". (snx)
[News message: 25. Jan. 2024, 20:24] [Comments: 0]
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25.Jan.2024
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AmigaOS 4: Code analysis with Cpppcheck V2.13r1
In September 2022, George 'walkero' Sokianos made an AmigaOS 4 port of Cppcheck, a static code analysis tool for the C and C++ programming languages, available for the first time. The tool is designed to be able to analyze your C/C++ code even if it has non-standard syntax common in embedded projects. The latest official version 2.13 has now been ported. (dr)
[News message: 25. Jan. 2024, 11:51] [Comments: 0]
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25.Jan.2024
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Preview video: Aracde classic "Donkey Kong"
Jean-Francois 'jotd' Fabre ist about to port another game to the Amiga: this time Nintendo's aracade classic Donkey Kong. (dr)
[News message: 25. Jan. 2024, 09:39] [Comments: 0]
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25.Jan.2024
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Programming assistance: AmiBlitz 3 templates for RTG Amigas and Apollo V4
Sami Vehmaa wants to encourage more people to develop games for the Amiga platform and to this end offers templates for the RTG version of AmiBlitz 3 on itch.io with "AB3_Templates". After he had already started to publish the source codes of some games written with it last year (amiga-news.de reported), he has now not only made the complete package available free of charge, but has also published a version specially adapted for the Apollo Vampire V4 and called "Amiblitz3 Vampire!". (dr)
[News message: 25. Jan. 2024, 06:41] [Comments: 0]
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25.Jan.2024
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Preview video: "Trojan" for AGA-Amigas
During our advent calendar campaign, especially in the article about Erik 'earok' Hogan, we already reported on a first preview video by 'Retro Passion' about his realisation of the game Trojan for AGA-Amigas with the game construction kit "Scorpion Engine". Now a second video has been published. (dr)
[News message: 25. Jan. 2024, 06:38] [Comments: 0]
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24.Jan.2024
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Game Construction Kit: RedPill 0.9.33
RedPill, developed by Carlos Peris, is a game construction kit written in Amiblitz 3.99, which allows the development of games from various genres (e.g. Agonman). RedPill is compatible with AGA and ECS, the "player" for playing the finished creations requires a total of 1.5 MB RAM. Jens 'Farbfinsternis' Henschel has written a tutorial.
As the developer explains to us, the new version 0.9.33 now allows the special output of the game code for an A500 or similar system by using fewer resources and disabling some functions. There are also a lot of general optimisations and a new screen for editing and converting images, as can be seen in this YouTube video. The changes in detail:
- Added a new Build Game option to target low end machines (like A500 with
1MB). This reduces the maximum number of level objects (from 64 to 32) and
disables some code like CD32 audio and storage among others to reduce memory
needed and increase performance of the games.
- Multiple optimizations in all fronts reducing the CPU and memory required by
games.
- When forcing NTSC resolution the game will use less Chip memory.
- Static objects are now updated first, I hope this do not break old games as
sometimes the execution order could be different.
- Added a new screen for Frame manipulation, copy&pasting, rotating, scaling,
can be done in this screen. Find more information in the guide.
- Default input key for Fire 1 has been changed to left caps key.
- In Game Setup screen there is a new Mem Info section that will give an
estimation of the memory used by the game. Take it with a pinch of salt.
- Build does not copy diskfont.library anymore as it is not needed.
- Fix in Collision Down being triggered when there was any collision.
- Optimization in tile accessing.
- Small optimization in palette processing.
- Optimization in action trigger processing.
- Compression for SFX has been deactivated as sometimes it fails and others
prevent loading.
- In Screen setup screen now you can decide if you want subpixel scrolling or
not.
- When Building a project there are warning messages if the files cannot be
compressed.
- When loading a project, this loading action now can be cancelled.
- Files ".pal" in projects are now used in a different way.
- Camera limits code has been simplified.
- Fixes in the FX rendering.
- Action trigger Frame by Angle fixes.
- Animation frames are now cleared when starting a new project.
- When compressing projects, if the asset is not properly compressed now it
tries to load the file without compression.
- Refactoring of level loading and tileset loading that reduces the exe size
and memory usage.
- Refactoring of the main loop camera and display system.
- Trigger actions system optimization.
- Small optimization in Change Tile trigger.
(dr)
[News message: 24. Jan. 2024, 04:53] [Comments: 0]
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23.Jan.2024
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Preview video: Platform game "Silhouette Threat" for AGA-Amigas
A girl falls into a mysterious world armed with only her raincoat and umbrella while enduring constant attacks by strange, silhouetted creatures. The only way to return to her world is by collecting pieces to eventually assemble the raindrop portal...
This is the plot for the platformer "Silhouette Threat", which 'psquaredish' is currently developing for AGA computers with the Scorpion Engine. Only recently, Erik 'earok' Hogan, author of the Game Construction Kit, pointed out in our article about Video tutorials for the Scorpion Engine that the Scorpion Engine is not only intended for developers: this is the case here. The linked video shows a first, short test level.
His soon-to-be 12-year-old daughter designed the main character and some of the other graphics. As a non-artist, he tried his best to do the rest.
His absolute goal is to write a game that uses the parallax system and to have many large, overlapping levels in the game. As the author goes on to explain, he imagines an AGA game with 6 levels in which the bit planes of the dual playing field are divided into 2,1,1,2,1,1 instead of 4,4. Currently, the Scorpion Engine would limit the number of levels in AGA to 3, with 2 having to be repeated. The game Agony already uses the dual playfield bitplane splitting technique for OCS/ECS with a 3,2,1 split (see also Codetapper's article) and the source code is available here (amiga-news.de reported), which could make it easier to implement. If anyone is interested in helping with the programming of the bitplane splitter, the author would be pleased.
And 'psquaredish' also has written: "What I think might be possible is a tool something similar to the amazing parallax tool that Daniel Stephens has created for Boss Machine (YouTube video). He's able to take graphic strips and move them independently at any speed with a slider. It blew my mind when I saw it and made me think that maybe a similar tool could be made where you can just load any image into one of 6 overlapping parallax layers. Maybe it could be done as a plugin for Scorpion Engine or Redpill or just as a standalone tool, if that fascinates any coders again please let me know."
In the meantime, he plans to continue developing the game with the Scorpion Engine with the 3 layers. One important point was that he taught himself to use Protracker for the first time. He had never known what all the numbers meant, but now he understood it a little. He's put together a simple little sampled track that isn't in the video yet, but he may use it as temporary title screen music in the playable demo he plans to release sometime next month.
As this is his first game, he would welcome any feedback and ideas. (dr)
[News message: 23. Jan. 2024, 10:10] [Comments: 0]
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23.Jan.2024
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Puzzle game: "TD Power Swap" for MorphOS
Rafał Zabdyr's "TD Power Swap" is a simple logic game based on the idea of the Amiga game Pure Brain (YouTube video). Your task is to put the pictures in their original order. (dr)
[News message: 23. Jan. 2024, 06:43] [Comments: 0]
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22.Jan.2024
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Image editing: RNOEffects 2.0 for all Amiga systems
Developer 'jPV^RNO' has updated RNOEffects from its family of RNO applications to version 2.0. RNOEffects is a simple image editing programme with a focus on batch conversion options and alpha channel-based effects. Highlights of the update include the pixel editor tool and saving images in palette mode (YouTube video). The complete changes:
- Added the "Pixel editor" tool with configurable pixel drawing options for
left, middle, and right mouse buttons
- Added the "Color picker" tool to show colour information under the mouse
pointer and to pick and store multiple colour values temporarily
- Added the "Area selector" tool which can be used to apply certain effects on
a limited area of an image
- Added the "Toolbox" tool to reduce pull-down menu use
- Added support for saving images in the palette mode (1-8 bits), optionally
with 16 pre-defined palettes including the MagicWB palette
- Palettes can be saved in IFF ILBM, RGB32, LoadRGB4, and LoadRGB32 formats
- Palette images can be saved as chunky data
- Chunky image data and separate palettes can be saved as a C source code
- Added an option to use an opacity map to apply an effect partially on an
image (works with Blur, Contrast, Draw/Brush, Gamma, Modulate, Monochrome,
and Tint effects)
- Added "Chroma key" and "Luma key" effects to make colour ranges transparent
- Batch converted images can be saved as a video
- Added MagicWB support for the icon saving
- Added information about the program state in the window title
- Added Undo button on effects' windows
- Function key shortcuts can be used to save images in several formats
- Added an option to swap the main image with the buffer image
- The Opacity map effect can use the buffer image as an opacity map
- Added an option to invert the Opacity map effect
- Added opacity map examples in the OpacityMaps directory
- Renamed the "Reduce alpha" effect to "Alter alpha" and added an option to
remove the whole alpha channel from an image
- Background images can be centered in the Background effect
- Added an option to clear the current image
- Undo buffer wasn't initialised when loading an image at startup
- Fixed colour picking with scaled images
- Fixed Charcoal and Edge effects for images with transparency
- Better window resizing when loading images
- Skip arrow key operations if a command key is pressed simultaneously so as
not to affect mouse pointer control via the keyboard
- Arranged effects in an ordered format in the menu - into categories
- Included JPEG2000, PCX, and TIFF plugins
- Added support for saving images in JPEG2000 and TIFF formats
- Select specific image/state to load of icon with multiple images
- Added a setting to load icon properties and use them in icon saving options
- Files can be drag'n'dropped into a batch conversion file list
- Tool windows open at startup if they were open when settings saved
- Other minor fixes
RNOEffects is available for all Amiga systems on Aminet.
(dr)
[News message: 22. Jan. 2024, 22:12] [Comments: 0]
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22.Jan.2024
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AmigaOS 4: elf.library V54.1
Hyperion Entertainment has released the new version 54.1 of the elf.library (Executable and Linkable Format) for AmigaOS 4, which is available via AmiUpdate. Changes since version 53.30:
- Added AmigaDOS pattern support in load-time-blacklist (as an example
"amissl_v#?.library" will now exclude all of the AmiSSL sub-libraries
without having to list each separate library explicitly).
- Reduced Elf_Collector process to a bare minimal process without all the pointless
and unused decorations, backed off the priority to -5 and increased the polling
wait to 1 second, increased the cache flush time to 300 seconds.
- Added ADDR24 reloc support required for kernel 54.48 and higher.
- The filesize parameter from Openelf.c was downsized from INT64 to UINT32
and then passed to ObtainCachedElfHandle() where the value was then stored
in the elfhandle as an INT64. Remove the downsizing in Openelf.c and
ObtainCachedElfHandle() to pass and store only INT64 now.
- Fixed CopyDataSegment() reloc failures from being silently ignored (was
returning successfully, instead of an error).
- Rewrote CopyDataSegment() to no longer need to load relocs from disk each
time it is called. Instead, the required relocs and information are stored
during ElfLoadSeg() for later use. This allows applications to set OET_NoDOS
when opening the file handle, instead of needing to maintain a file lock
until the application exits.
- CopyDataSegment() will now additionally use a .bss, .sdata or .sbss section
as the reference for the baseOffset, if a .data section is not present.
- Fixed several bugs with error handling in Elf32_LoadSegment. Previously,
a failed read would lead to either an infinite regress or a deadlock.
- Implementation of Elf32_CallConstructors and Elf32_CallDestructors. These
are now called from inside InitSHLib in place of __shlib_call_constructors
and __shlib_call_destructors. This has the benefit of being compiler and
stdlib independent (so more generic). It also solves the problem, that
the previous solution would in fact not work but (due to some problem
with gcc __attribute__((section)) probably) would call an incomplete array of
constructor functions.
- Fixed bug in the storing of any data relocs, which would crash if the buffer
needed to be enlarged.
- Fix CloseElfTag in Elf32_CallConstructors and Elf32_CallDestructors.
- Ensure that RELA section has been loaded in Elf32_OpenReloc.
- Add GST_Load, TRUE to RelocateSectionTags in
Elf32_CallConstructors/Destructors.
- Added crash condition to OpenElfTags() in Elf32_CallConstructors/Destructors.
- Fix a case of very bad error handling in Elf32_HandleRelocs (Timberwolf).
- Fix a bug in relocbuffer.c. ElfSeek would not be called before ElfRead in
Elf32_RefillRelocBuffer, which would lead to faulty reads. Several names
have been changed to better clarify structure. This completes the fix for
Timberwolf in the last revision.
- Elf32_CallConstructors/Destructors have been updated to account for
.init_array and .fini_array sections.
- Open/CloseElfTags calls have been updated in the same two functions to
account for correct reopening/reclosing of elfhandles.
- Fix closing of OET_ReadOnlyCopy DOS filehandle in CloseElfTags.
- Added GetSOHandles() function.
- Change Elf32_CallConstructors/Destructors to handle .ctors/.dtors array
starting with -1 instead of NULL, which fixes shared objects crashing
that were compiled using newlib SDK >= 53.84.
- Change Elf32_CallConstructors/Destructors to better handle missing NULL
termination in .ctors/.dtors and added debug output to report such cases.
- DLOpen() will now return NULL if any attempt is made to use it to open
an ELF file that is not actually a shared object type.
- Fix OpenElf() not initializing the shared object array, which caused
CloseElf() to crash unless ElfLoadSeg() had been called.
- Fix internal elfhandle flag never actually being set for shared objects,
due to the code being placed before the header was read.
- Program header loadable segments are now always loaded as segments
unless the .rodata section is contained in a section containing an
executable section, in which case sections in that segment are loaded
separately, as before.
- Don't unnecessarily call CacheClearE() individually for each and every
reloc applied during ElfLoadSeg(), as we already flush that memory
from the caches soon after anyway. This should speed up the loading of
large executables.
- RelocateSection() now correctly flushes the processor cache when
R_PPC_JMP_SLOT relocs make changes to the PLT.
- Elf32_CallConstructors/Destructors no longer attempts to relocate
.ctors/.dtors, as ElfLoadSeg() will have always already done this.
- Elf32_CallConstructors/Destructors no longer needs to open and reread
the file, as the section indices are now saved by Elf32_OpenSOLib()
before unloading the string sections.
- Do not ignore ELFCMD_DOS_SEEK errors.
- Correct autodoc for ELFCMD_DOS_SEEK to specify OFFSET_BEGINNING
instead of OFFSET_CURRENT and changed return value to be boolean.
- Fix recursive loop, which overflowed stack and crashed, which could
happen when attempting to load a corrupt file, if there is an issue
with the section name string table.
- Check section headers for signs of corruption and, instead of crashing,
display a message on failure and fail gracefully.
- Protect against attempted incorrect/large/invalid memory allocations
when loading sections from a corrupt file.
- Add new error code ELF32_INVALID_HEADER to .
- UnloadSection() no longer crashes if no sections have been loaded.
- Fix crashes triggered by R_PPC_REL24 relocs, mistakenly caused by an
out of range address during the resolution of undefined symbols,
instead of jumping to the PLT.
- Fix symbol cache not adding entry, if the cache needs to be enlarged.
- Fully utilise the symbol cache when reading the symbol name.
- OpenElf() needs to close the file, if it opened one, should there be
an issue reading the headers.
- Fix incorrect detection of invalid headers where OET_MemoryAddr has
been specified instead of a file.
- Add filename to give context to the ElfLoadSeg() error requesters.
Further tweak to the pointer equality fix, to completely skip
R_PPC_REL24 and R_PPC_LOCAL24PC relocs with a st_value of 0, as the
relative branches will already be correct - no relocation required.
Fix Elf32_BlacklistCheck() from crashing when passed a handle with
no filename set (e.g. OET_MemoryAddr).
Replace semaphore usage with mutexes
(dr)
[News message: 22. Jan. 2024, 22:01] [Comments: 0]
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22.Jan.2024
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Demo: "V4driver" for Apollo Vampire V4
Sami Vehmaa has released his second demo after 30 years: "V4driver" (YouTube video) was written exclusively for the Apollo Vampire V4, as always in AmiBlitz 3. (dr)
[News message: 22. Jan. 2024, 21:35] [Comments: 0]
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22.Jan.2024
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Platform game: Abbey(s) of the Dead V1.1
The developer 'UltraNarwhal' has released an update to its extended port of "Abbey(s) of the Dead" (YouTube video), which was released at the beginning of December and includes a few minor graphical tweaks. (dr)
[News message: 22. Jan. 2024, 21:26] [Comments: 0]
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22.Jan.2024
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Video: Status update on DrawBridge for MiSTer
Following on from his video from August last year (amiga-news.de reported), Robert Smith shows the current status of the implementation of his "DrawBridge" project - standard PC floppy drives can be used to read and write Amiga floppies - for the FPGA Amiga clone MISTer (amiga-news.de reported): he not only reports on the successful reading and writing of floppies, but also that this works with several drives at the same time. (dr)
[News message: 22. Jan. 2024, 07:37] [Comments: 0]
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22.Jan.2024
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8/16-bit emulator for Mac OS and Linux: Clock Signal v2024-01-22
Thomas Harte's Clock Signal is an emulator for various 8- and 16-bit platforms aiming to be invisible to the user. The idea is to simply start the source medium without configuring the emulator oneself. Clock Signal is available for Mac OS and Unix-compatible systems. While there is also an Amiga emulation included, it "remains wilfully inaccurate" for now. Changes:
- fixes broken horizontal scrolling on the Master System;
- correctly declines to page on the Electron if receiving interrupt acknowledgments;
- corrects mismapping of Apple II inverted characters;
- avoids automatic key repeat on the early Apple IIs;
- with thanks to @ryandesign avoids potential performance issues on multi-GPU macOS machines with macOS 10.15+.
(dr)
[News message: 22. Jan. 2024, 07:07] [Comments: 0]
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21.Jan.2024
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Demoparty: Results of Gerp 2024
This weekend the demoparty Gerp took place in Sweden. Among other things, there were competitions in the categories "Amiga 40k Intro" and "Amiga Demo". Here are the winning productions:
Amiga 40k Intro
Amiga Demo
Amiga 4 Channel Music
Amiga Graphics
(dr)
[News message: 21. Jan. 2024, 21:58] [Comments: 0]
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21.Jan.2024
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Aminet uploads until 20.01.2024
The following files have been added until 20.01.2024 to Aminet:
tekstura_4_points.lha dev/amos 57K 4 point texture mapping
GitDesktop.lha dev/misc 1.4M MOS Graphical frontend for git
woof.lha game/actio 21M OS4 Woof (Doom Port)
Crazy8_A500_DiskVersi... game/think 477K 68k Crazy8 OCS Disk Version
heif-convert.lha gfx/conv 2.6M 68k Convert HEIC HEIF images to j...
WhatIFF2.12.lha mags/misc 2.0M What IFF? #2.12-December-2023
AmiArcadia.lha misc/emu 5.0M 68k Signetics-based machines emul...
AmiArcadia-OS4.lha misc/emu 5.5M OS4 Signetics-based machines emul...
AmiVms.lha misc/emu 3.7M 68k Simulates OpenVMS commands
v4sa_wb_2024.png pix/wb 1.1M Vampire V4 Standalone Workben...
morsconv.lha text/misc 9K 68k Modular Morse code generator
fix1980.lha util/arc 1K Fix an lha with timestamps of...
Image2PDF.lha util/conv 20M ALL convert images to PDF and more
IdentifyDev.lha util/libs 67K 68k Identify hardware and more
IdentifyUsr.lha util/libs 101K 68k Identify hardware and more
AmiKick.zip util/misc 53K Check Kickstart images under ...
Mnemosyne.lha util/misc 80K 68k Disk usage statistics+file/fo...
ZIPTest-1.1.lha util/misc 49K 68k test Amiga 3000 ZIP DRAM memo...
ViNCEd.lha util/shell 860K 68k ViNCEd, the CON: with ^Z & TA...
(snx)
[News message: 21. Jan. 2024, 08:03] [Comments: 0]
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21.Jan.2024
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OS4Depot uploads until 20.01.2024
The following files have been added until 20.01.2024 to OS4Depot:
amiarcadia.lha emu/gam 5Mb 4.0 Signetics-based machines emulator
woof.lha gam/fps 21Mb 4.1 A continuation of Lee Killough...
x5k_gray_wallpaper.zip gra/mis 10Mb 4.0 a set of 8 wallpapers for AmigaO...
image2pdf.lha uti/tex 20Mb 4.0 Convert JP(E)Gs and PNGs to PDF
(snx)
[News message: 21. Jan. 2024, 08:03] [Comments: 0]
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21.Jan.2024
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AROS Archives uploads until 20.01.2024
The following files have been added until 20.01.2024 to AROS Archives:
image2pdf.i386-aros.lha off/dtp 20Mb convert images file to PDF
(snx)
[News message: 21. Jan. 2024, 08:03] [Comments: 0]
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21.Jan.2024
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MorphOS-Storage uploads until 20.01.2024
The following files have been added until 20.01.2024 to MorphOS-Storage:
EasyRapa-1.1.lha Development/Hollywood Generate RapaGui simple...
GitDesktop_0.12.41.lha Development/Tools A graphical git fronten...
Gobliiins5-demo.lha Games/ScummVM Gobliiins5-demo.lha
HomeWorld-VF.lha Games/Strategy Full french version (wi...
Image2PDF_2.5.lha Graphics/Convert Convert JP(E)Gs and PNG...
(snx)
[News message: 21. Jan. 2024, 08:03] [Comments: 0]
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21.Jan.2024
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WHDLoad: New installers until 20.01.2024
Using WHDLoad, games, scene demos and intros by cracking groups, which were originally designed to run only from floppy disks, can be installed on harddisk. The following installers have been added until 20.01.2024:
(snx)
[News message: 21. Jan. 2024, 08:03] [Comments: 0]
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21.Jan.2024
Armin Eden (ANF)
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German podcast: "The Games Archaeologists" discuss Wheel of Fortune
The German podcast "Die Spiele-Archäologen" covers retro games in 25 episodes so far. The current edition discusses Wheel of Fortune, which was released in 1991, with the self-proclaimed "archaeologists" mainly talking about the Amiga version of the game, their favorite Wheel of Fortune presenter and "the best letter pusher on private television".
Images and texts as well as a video about the game are presented, and the podcast can also be listened to on the usual services such as Spotify. And if you don't remember Wheel of Fortune, you can find a German review of the game at Kultboy. (snx)
[News message: 21. Jan. 2024, 08:02] [Comments: 0]
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21.Jan.2024
Discord AmiKit Channel (ANF)
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Workbench distribution: AmiKit for PiStorm 12.4
Since October, the workbench distribution AmiKit has also been available for the turbo boards PiStorm and PiStorm-lite (amiga-news.de reported), in which a Raspberry Pi mini-computer serves as a processor replacement.
The "Winter Update" to version 12.4 contains updates of many included programs and the basic components (including Michal Schulz's Emu68) as well as the new additions GoVars 1.0, Translator 42.4 and Tran43pch 43.1. For the voice output support under AmigaGPT you need the narrator.device of the Workbench disks 1.34 and 2.04. The full list of changes can be found at the title link. (snx)
[News message: 21. Jan. 2024, 08:02] [Comments: 0]
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21.Jan.2024
Team Retr-O-Mat (ANF)
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Event: Retro Dreams 2024 in Thuringia (Germany)
The first "Retro Dreams" retro computer meeting will take place on May 11, 2024 from 10 a.m. in the village community center ("Dorfgemeinschaftshaus") Hesserode (Dorfstraße 7, 99734 Nordhausen, Germany). Entry without hardware is free - with hardware, the stand fee is 8 euros per table.
In addition to the exchange of experiences and a cozy get-together with food and drinks, presentations and demonstrations of classic software, games and scene demos are planned. (snx)
[News message: 21. Jan. 2024, 08:02] [Comments: 0]
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21.Jan.2024
Amiga WARP Organization (ANF)
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Amiga-WARP-Kalender für 2024
Continuing their tradition from 1997, members of Croatian Amiga WARP organization have published a new calendar for the year 2024 that is available as PDF files in English and Croatian language at the title link. This year Amiga WARP organization celebrates ten years since it was reactivated again to support Amigans in this part of Europe.
Download:
WARP_Calendar_2024.pdf (590 KB)
WARP_Calendar_2024_ENG.pdf (590 KB) (snx)
[News message: 21. Jan. 2024, 08:02] [Comments: 0]
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21.Jan.2024
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Chat software: AmigaGPT V1.4.1 for AmigaOS 3 and 4 (update)
Cameron Armstrong has written AmigaGPT, a chat program for AmigaOS 3.2 that uses the power of the chatbot ChatGPT (amiga-news.de reported). Originally written for AmigaOS 3.2, the programme meanwhile also supports AmigaOS 3.9, Cloanto's Workbench 3.X and AmigaOS 4.1. Changes of version 1.4.0:
- AI image generation! Switch between chat and image generation mode by clicking the tabs at the top of the screen
- Colour tweaks
- Status bar shows more information and colours
- About screen can now be dismissed with any key press or mouse click
- The OpenAI API key requester now populates with the existing key if it exists so you can more easily find and fix typos in the key
- Added the ability to set the chat system (new "Chat System" menu item)
- Fix crash when having a conversation consisting of a few messages
Update: (21.01.2024, 18:10, dr)
Version 1.4.1 fixes a bug where the prompt textbox remains in a readonly state when switching from image mode to chat mode.
Direct download: AmigaGPT.lha (878 KB)
(dr)
[News message: 21. Jan. 2024, 07:03] [Comments: 0]
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20.Jan.2024
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Demoparty: Revision 2024 (Germany, 29.03.-01.04.)
Traditionally, the Revision demoparty will once again take place on the Easter weekend from 29 March to 1 April in Saarbrücken (Germany). The organisers will announce further information in the coming weeks. (dr)
[News message: 20. Jan. 2024, 21:40] [Comments: 0]
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20.Jan.2024
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Demoparty: MountainBytes 2024 (Switzerland, 16.-18.02.)
Press release: rom February 16-18th, we finally rock the Swiss demoscene again! We have a packed program for you:
- Friday: Meteoriks 2024 Nomination Gala - with big demoshow
- Saturday: OHP, Music, Graphics, Oldschool & Newschool Realtime Compos
- Saturday: Game Music Composer Legend CoLD SToRAGE Live in Concert
- Sunday: Open Door for Interested Citizens, Prizegiving
Also, we’ll offer our Demomaking 101 Workshop again, for you to try out different (demo)tools, and give you time and space after the compos to talk and exchange with competitors.
So bring friends that you always felt could find a home in the demoscene, but could use some introduction first! Kids are welcome when supervised, for more information please check our website.
Please support us by preordering your ticket - for environmental reasons, t-shirts will only be available in presale. By donating to the event (called our Cowee-Bonds) you also help making this at all possible.
We are really looking forward to you, your releases and your good mood!
The MountainBytes Organisers (dr)
[News message: 20. Jan. 2024, 21:25] [Comments: 0]
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20.Jan.2024
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Amiga emulator for MacOS: vAmiga V2.5b1
Dirk Hoffmann has released the first beta version of V2.5 of his Amiga emulator vAmiga for MacOS. Changes:
Licensing:
- The emulator core is now licensed under the Mozilla Public License v2.
Enhancements:
- A user-definable upper bound limits the size of the snapshot storage.
- Denise’s DIW logic is more accurate
Bug fixes:
- Fixed a bug related to the allocation of sprite DMA slots (#799).
- Fixed a race condition related to the SPRxCTL register (#715).
- Fixed an issue with the serial port (9-bit packets) (#803).
- Fixed a minor visual issue in the status bar that started showing up with the latest macOS release.
The minimum system requirement for his emulator is macOS 11.0. (dr)
[News message: 20. Jan. 2024, 17:38] [Comments: 0]
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20.Jan.2024
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Hardware: Bass mixing with "BassMX"
As Edwin van den Oosterkamp writes under the title link, one of the things he always enjoyed on his Amiga was watching demos, especially when using a hi-fi system with proper speakers instead of the small speakers in the 1084S monitor. However, the Amiga's perfect channel separation always bothered him a little, so that you could hear the drums on one speaker and the bassline on the other, for example. This could make the sound feel unbalanced.
He developed "BassMX" as a solution to this problem: it takes the sound from one channel, filters it so that only the low frequencies are retained and mixes it with the sound from the other channel. In short, it mixes the bass for both channels.
And Edwin explains: "In theory this means that the bassline and drums are now on both speakers while the locations of other instruments are unaffected. In practice it depends on the actual instruments used. While the bass drum will be centred, the Hi-Hat will not be, for example. Similar with a slap-bass, where the slap part will still be only on the original channel but the bass sound itself will be on both channels." He offers audio examples on his website to help you understand this.
Robert Smith published a YouTube video in which he demonstrates the difference between the standard Amiga sound and the BassMX sound. The developer himself describes the BassMX development process in a separate blog entry.
The module is available on eBay or now also from Alinea Computer.
(dr)
[News message: 20. Jan. 2024, 14:26] [Comments: 0]
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20.Jan.2024
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Wall papers for AmigaOne X5000 Workbench
McFly offers owners of an AmigaOne X5000 eight different background images with a resolution of 1920 x 1080 for the Workbench, which are basically grey, but contain coloured lettering or in some cases a coloured BoingBall. (dr)
[News message: 20. Jan. 2024, 08:04] [Comments: 0]
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