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1
New User Introductions / Re: Reviving the Amiga Legacy—on SNES
« Last post by SUPER-J11BIT on March 03, 2026, 11:48:46 AM »
I’ve deleted my YouTube account.

From now on, my main hub will be my website, where I'll continue sharing everything related to my projects and my work.

Time is valuable, and I'd rather focus on development and the forums I use to keep up with news, instead of spreading myself across platforms I don't really need.

Less noise, more focus.
Anyone who wants to follow what I'm doing already knows where to find me.
2
Amiga/MorphOS/AROS Programmers Forum / Re: PTDQ - faster C2P
« Last post by saimo on March 03, 2026, 09:48:13 AM »
Since the last demo reused the graphics of the previous one (with improved quality and additional effects, thanks to the extra alpha channel), the latter didn't look that good anymore, so I decided to rework it to produce a more meaningful and interesting result. I just released it, so who wants to try in on their machine can get it from https://retream.itch.io/ptdq as usual.

https://www.youtube.com/watch?v=1eBPcg1ndXY

LAYERS

Common:
 * PTDQ system
 * RGBWa color model
 * 320x256 visible dots
 * interleaved bitplanes
 * horizontal and vertical scrolling

Background:
 * 336x272 dots
 * maximum 256 colors

Foreground:
 * 672x576 dots
 * maximum 81 non-transparent colors
 * 8-bit alpha per base color

NOTES

* Both the layers reside in CHIP RAM.
* The layers use 6 bitplanes in all.
* If the foreground had not used 100% transparent dots, its maximum number of colors would have been 256.
* The foreground mode is changed by writing a whole 24-bit palette to the COLORxx registers with the CPU during the vertical blanking. The required palettes are pre-calculated at startup.
* The Copper is idle most of time (but if the staggered lines are on, it performs a wait and a write for each visible rasterline). The Blitter is idle.
* The texture is 512x512 dots and gets scaled and rotated onto a triple-buffered 128x128 dots raster.
* The raster gets rendered onto the foreground while racing the beam by means of PTDQ_DoC2P_R() when, at the end of a frame, it is found to have changed (so, at most 50 times per second, even if the fps limit is off).

PERFORMANCE

On a stock Amiga 1200, the speed is about 17.5 fps.
On an Amiga 1200 equipped with a Blizzard 1230 IV mounting a 50 MHz 68030 and 60 ns FAST RAM, the speed varies between 80 and 94 fps.
The fps fluctuation depends on the fact that the fetching of the texture dots is more of less friendly to the CPU data cache according to the scale factor and the rotation angle.
3
I do use WHDload often, but not all games and demos exist under WHDload in a fashion that runs them perfectly smoothly as intended, as I described.

And in some cases, WHDload introduces slow downs. See my Zeewolf 2 video showing this: https://youtu.be/gXs0AX9LlEI


bp

You tried WHDload Wrapper? in my experience, anything that had issues or never worked. Instantly were sorted by using this.
4
Amiga Hardware Issues and discussion / Re: A1200 Bvision video output
« Last post by Boing-ball on March 03, 2026, 08:25:17 AM »
Hi.  The Bvision (Like the A4000 CVision) is a RTG only card. I take it you are using either Cybergraphx or a newer Icomp P96 (Picasso96) to display your Workbench?
I’m guessing you have a RGB to VGA for native modes?

The way I do this these days is with a Scandoubler/Flickerfixer like a Icomp AGA which clips onto the Alice chip. Then I use something called a RATTE auto monitor switcher which uses a small Piece of software in Startup-Sequence called “SwitchControl”.
The RATTE uses a clip on over a CIA to monitor Native to RTG switching.

The RATTE can be bought over on Amibay. Software from here https://www.ikod.se/ratte-auto-switch/



5
Yes. The main Amiga BBS in our area (Newport News/Hampton, Virginia) was The Board, running on Atredes BBS software. It became Skyline and Skypix happened and it was supported on that BBS in a minimal fashion. It was cool to see, but I resumed logging in as per normal, after having a look.

This was somewhere in the 1989-94 period.
6
      To see photos and a video link of the event, go to

http://blog.retro-link.com/2026/03/commodore-amiga-at-fresno-state-science.html

          Truly,
          Robert Bernardo
          Fresno Commodore User Group - http://www.dickestel.com/fcug.htm
          Southern California Commodore & Amiga Network - http://www.portcommodore.com/sccan
          April 25-26 Commodore Los Angeles Super Show 2026 - http://www.portcommodore.com/class
7
Why not just use WHDLoad to run demos (and old games)?
I do use WHDload often, but not all games and demos exist under WHDload in a fashion that runs them perfectly smoothly as intended, as I described.

And in some cases, WHDload introduces slow downs. See my Zeewolf 2 video showing this: https://youtu.be/gXs0AX9LlEI


bp
8
Amiga Hardware Issues and discussion / A1200 Bvision video output
« Last post by Mosher on March 02, 2026, 10:22:41 PM »
Hi

To make a long story short, i used to spend lots of time on Amiga with my brother in the late 80's and the whole 90's.
After that the Amiga has just been sitting there, but finally got around to fire it up again.

I have an A1200 in a Towerhawk case, so using an ATX power supply and PC keyboard.
As my old HDD and floppy has retired, i have installed a GOTEK and an AmigaKit CF drive.

Installed 3.1 kickroms and now running AmigaOS 3.9.
I also have a Phase 5 68040 PPC card fitted with a Bvision, with a VGA output.

After much fiddling, as i have forgot much on the Amiga, much has come back to me but this still puzzles me.

I can output the workbench to my VGA monitor, but not most games and demos. This has to do with the old RTG on 15 khz, which is not compatible with the newer monitor and Bvision, i understand.
Im pretty sure we had everything outputted on the VGA monitor back in the day, but not sure how.

How can i get around this? Is a scandoubler the only way, or can i force the Amiga to output everything to the Bvision with software somehow?
Hope this makes sense.

Mosher
9
Why not just use WHDLoad to run demos (and old games)?
10
There are quite a few oldschool Amiga OCS/ECS demos that will run as intended, perfectly, smoothly only on base Amiga 1000, 500, 2000 systems with 68000 CPU -- unaccelerated. One example is TBL's Eon (2019) -- an incredible demo.

I've encountered a very few games that fall into this category also.

Will these run properly with 68000-emulator accelerators such as the PiStorm? It emulates the 68000, but can it do so with 100% never-failing, cycle-exact precision when operating as a base, unaccelerated 68000 at 7.16/7.09 MHz?

The demos I speak of fail to run or run visibly broken with most accelerators, including my A2620 (14.32MHz 68020).

...what I am actually looking for is an accelerator - of any sort - for my NTSC Amiga 2000 (6.4 NTSC motherboard) that has a physical switch to allow it to be disabled to easily enjoy these demos without having to do the mouse-button menu dance to enable/disable the accelerator. Given that I cannot apparently attach a switch to the pads on this board to switch between NTSC and PAL, I have to boot into Degrader and go to PAL for demos, and in combination with the mouse-button menu for 68000 mode and the retention behavior (or lack there of) after reboots makes this maddening. I want an accelerator with a HARDWARE SWITCH that lets me enable or disable acceleration. I just assumed that the emulated-68000 boards are not precise enough for such time-critical demos.

(Someone out there added a switch to their A2630 (nearly identical board to my A2620) - and so doing so to my board is theoretically possible, but looking at the schematics, it's beyond my abilities, quite sadly.)

Thanks.
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