ACE
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Amiga C Engine
The issue occurs when I create a new View with TAG_VIEW_GLOBAL_CLUT equal 1. If you declare 2 different vPorts and the second vPort has more BPP than the first, the...
With something like this: ``` #include // ... fix16_t XCoord = 0; fix16_t half = fix16_div(fix16_from_int(1), fix16_from_int(2)); // calculate once if possible // ... if(right) XCoord += half; // draw...
On Amiga hardware, sprites are each a continuous DMA with an individual line of pixels separating each "window" of graphics data. During that separator, the chipset fetches the next location...
When using dual-playfield mode there are seldom enough colors to look good so making the copper manager merge multiple priorities of color changes (and other stuff) that don't line up...
Currently, bob mechanism must be written from scratch - it should be for most games, but there should be some means to prototype things and I guess that most implementations...
More games are made with ACE. More elements are taken from old ones to new titles. For me its quite good idea to collect all that snippets and add to...
https://github.com/vinniefalco/Amalgamate this can join libraries into one huge-ass .c / .h pair. It's proven to work on freetype and other stuff. It lacks proper documentation as seen in https://github.com/vinniefalco/Amalgamate/issues/7 I...
Since m68k has barrel-shift functions, it is possible to have rotate fns. https://stackoverflow.com/questions/776508/best-practices-for-circular-shift-rotate-operations-in-c these are supposed to be optimizable to single instruction on decent compilers, however this should be checked...
Right now view consists of viewports and this list is somewhat fixed. One could add a tag to `vPortCreate()` so that newly created viewport mimics given viewport's dimensions etc. and...