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1
New User Introductions / Re: Reviving the Amiga Legacy—on SNES
« Last post by SUPER-J11BIT on March 24, 2026, 06:43:00 PM »
Fresh Update from the Pixel Lab - Meet the First Mutant Boss Wearing the Stolen Armor
https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61

Hey everyone!

In my previous post, I talked about a new feature I've been adding to the game: mutants aren't just savage and unpredictable. they're smart enough to steal and use advanced armors for a short time.
And yes, one of those armors is a clear tribute to the legendary Turrican 2 power suit.

Well, today I’m back with something even cooler.

I'm excited to introduce the first mutant who managed to steal that iconic armor and twist it into his own brutal, corrupted version.
This guy officially becomes the first boss you’ll face - a mix of nostalgia, chaos, and pure pixel insanity.

I'm still polishing animations and attack patterns, but the whole encounter is already looking wild.
Get ready to see what happens when a mutant grabs a piece of gaming history... and decides to use it against you.
2
That is awesome. What does its knowledge include about AmigaOS 4, MorphOS and AROS, especially on the development part? Also, can you share what kind of agents does it use?
3
Why ? can already do this with Cursor, claude code et al
4
Hello everyone!

I'd like to introduce a project I've been working on for over a year: Amigo AI — an AI assistant built specifically for the Amiga community.

What is Amigo?

Amigo is an artificial intelligence that truly knows the Commodore Amiga. Not superficially like ChatGPT, but with real deep knowledge — trained on thousands of Amiga documents, hardware references, programming tutorials and demo scene guides.

What can Amigo do?

Amiga Expert Knowledge — Questions about Custom Chips (Agnus, Denise, Paula), AmigaOS, Workbench, hardware expansions and the entire Amiga history
Code Assistance — Generates and explains code in 68000 Assembly, AMOS Basic, Blitz Basic, C and ARexx
Integrated Code Editor — Syntax highlighting for all Amiga languages, split view for chatting and coding simultaneously
AROS Emulator — Test your code directly in the integrated Amiga emulator, no manual copying needed
Knowledge Base — RAG system with thousands of Amiga documents for precise answers
Three Themes — Dark, Light and of course the authentic Amiga Workbench Retro theme

Who is Amigo for?

Anyone interested in the Amiga — whether you're an active developer, hardware tinkerer, demo coder or nostalgic user dusting off your A500 from the attic.

Example questions you can ask:
- "Write me a Copper list for a rainbow effect"
- "How does sprite collision work in Blitz Basic?"
- "What expansions do you recommend for an Amiga 1200?"
- "Create a starfield demo in AMOS"
- "What exactly does the Blitter do and how do I program it?"

Available as:
- Browser version
- Desktop client (Windows/Linux)
- Android app (coming soon)

Pricing:

The development, operation of the AI servers and the continuous expansion of the knowledge base unfortunately come with significant costs. To keep Amigo running and evolving long-term, I depend on your support.

- BASIC (15 EUR/month) — Full data access, AI chat, downloads
- PRO (25 EUR/month) — Everything in BASIC + code editor, AROS emulator, desktop client, Android app

Every contribution directly helps with further development — new features, better answers, more Amiga knowledge in the database.

Launch: April 5, 2026 at https://retroprojects.de

I look forward to your feedback, questions and of course criticism. That's the only way Amigo gets better!

Best regards,
Heiko / AmigoKI
https://retroprojects.de
5
Amiga.org Discussion and Site Feedback / Re: Server hacked?
« Last post by F0LLETT on March 24, 2026, 01:03:49 PM »
Well this is an odd one. As if I was a hacker, I would go after the admin accounts.
I have stopped guests from viewing any details about users from day 1.

So I would guess, they knew your email and just kept trying until they got in.
6
Amiga.org Discussion and Site Feedback / Re: Server hacked?
« Last post by gertsy on March 24, 2026, 12:24:11 AM »
Didn't bother changing mine. Hopefully this is actually me posting this, otherwise I may have been hacked as well.....
7
Amiga.org Discussion and Site Feedback / Re: Server hacked?
« Last post by AmigaMark1200 on March 23, 2026, 09:16:52 PM »
Out of paranoia, I have just changed mine as well, I don't log into here as often anymore
8
New User Introductions / Re: Reviving the Amiga Legacy—on SNES
« Last post by SUPER-J11BIT on March 23, 2026, 04:07:28 PM »
Jetpack Chaos Inside the Avalon 1
https://drive.proton.me/urls/VVFRQQD1Y8#7o3xEZn32M61

Our hero just unlocked his new favorite hobby: flying around inside the United Planets Freedom Forces' flagship, the mighty Avalon 1.
One second he's on the floor, the next he's on the ceiling, and the next he's zooming past two confused drones who are definitely reconsidering their life choices.

We've got horizontal levels, vertical levels, and a few that look like the ship's engineer built them after a long night and too much cosmic espresso.
With the Jetpack, every corridor becomes a zero-gravity playground where the only rule is: try not to crash into anything that sparks.
9
General Internet News / Re: PSPUAE
« Last post by F0LLETT on March 23, 2026, 02:21:06 PM »
Changes since 0.90B4
Added ME-based audio engine (me_audio.c / me_audio.h)
Added MP3 menu player system (menu_mp3.c / menu_mp3.h)
Added MP3 conversion script (convert_mp3.sh)
Added custom memory allocation header (uae_malloc.h)
Added change log file (WHATS_CHANGED.txt)

Removed
Removed psp_safe.c (legacy safety / wrapper layer)

Core changes that have happened
Audio System
Replaced entire PSP audio driver with ring buffer streaming system
Converted audio to ME-driven timing model
Added audio tick / timeline counter (global sync source)
Redirected UAE audio output into new mixer pipeline
Updated sound interface layer to match new backend

CPU / Timing
Added audio-driven CPU cycle budgeting
Introduced cycles-per-sample timing model
Synced CPU execution pacing to audio clock

PSP Integration
Integrated ME audio system into main PSP loop (psp.c)
Added MP3 playback control hooks (pause/resume/init)
Linked menu system with MP3 playback

Build / Compile
Updated Makefile with new compile flags and modules
Included new audio + MP3 components in build

Graphics / Misc stuff
Cleaned and optimized gfxutil color handling (To fix AGA)
Minor fixes and corrections in custom.c (bitplane / fetch logic, to fix AGA)
Improve Auto FrameSkip, add buffering.
Implement, Prerendering 1 frame ahead.


Config Changes
Disabled cycle switch system via sysconfig (Not needed any more, will be replaced with software accelerator)
Adjusted interrupt/audio related config behavior


Changes summed up
Shift from CPU-driven timing → Audio-driven timing
Shift from blocking audio → asynchronous ring buffer audio

Introduction of Media Engine (ME) as core audio processor
Separation of:
Paula audio generation
Output mixing / streaming
Addition of independent MP3 playback path for UI
10
Simon The Sorceror has slowdowns (latest WHDLoad v1.5). Sigh.
And WTF is up with the screen stretching on the AGA version... which doesn't even load anyway...

Seriously, what the hell is up with the random game slowdowns with Amiberry?
I notice that's it's been getting some updates recently, but none of them seem to be fixing the slowdown problems, when I test with Elevator Action AGA and The Lost Pixel there are still slowdowns present...

I appreciate what the A600GS is and what the team behind it at AmiKit are trying to do, but it's been some 2 years now and these slowdown issues are still persisting with random games and other games being hit and miss as to whether they work.

Are these issues really going to be fixed at some point or is this some issue of Amiberry Lite?
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