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New User Introductions / Re: Amiga Basic
« Last post by DOS_LAB_Brad on February 07, 2026, 12:42:34 AM »
Just what I needed. Thanks!
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New User Introductions / Re: Amiga Basic
« Last post by RhoSigma on February 06, 2026, 10:37:52 PM »
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New User Introductions / Amiga Basic
« Last post by DOS_LAB_Brad on February 06, 2026, 09:42:33 PM »
Old timer dragging himself from the past. This may be answered somewhere here and I just missed it but is there a way to compile Amiga BASIC programs so they can be run on OS3.2? I revisited some old programs I wrote (for Jumpdisk if you remember or know of it) and would like to do some tinkering. I have tried the old ABSoft compiler I used back in the distant past with no luck. Might a newer version work? I have seen some posts that indicate it might but not clear if OS3.2 was included (and can't re-find those posts). Before I go looking for one thought I'd ask the hive mind here. Thanks! And apologies if I just missed the answer somewhere while searching.
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New User Introductions / Re: Reviving the Amiga Legacy—on SNES
« Last post by SUPER-J11BIT on February 06, 2026, 07:24:39 PM »
My Idea for a SNES‑Style Point‑and‑Click Adventure
I’m developing a point‑and‑click adventure designed exactly the way it could have been made on the Super Nintendo back in the ’90s—but with a creative twist that makes it stand out.

A Unique Cursor: Flying Mario
In traditional point‑and‑click games, the cursor is just a simple arrow.
In my version, the cursor is actually Mario flying across the screen.

I use Mario’s flying sprite as the pointer.

I visually disguise him so he behaves like a real cursor.

This means the main character can’t die from clicking the wrong spot, because the cursor isn’t tied to the character’s position.

It’s a fun workaround that turns a technical limitation into a cool feature.

Static Screens Inspired by DUNE (1992)
I remembered the classic game DUNE (1992), which used static screens with transitions between scenes. That sparked the idea for my own structure.

My point‑and‑click games will use the same approach: fixed screens instead of scrolling.

Why this works so well:

Static screens allow for more detailed SNES‑style artwork.

The SNES hardware naturally fits this format.

It creates a more cinematic, story‑driven atmosphere.

What could be a limitation becomes a creative advantage.

A Retro Concept with a Fresh Identity
This project blends:

authentic SNES visuals

classic point‑and‑click mechanics

a character‑cursor hybrid

detailed, handcrafted static environments

It feels nostalgic, but with a twist that makes it completely my own.

Where This Idea Can Go
This concept opens up possibilities like:

intuitive interfaces built around the SNES controller

small but charming animations

simple, accessible gameplay

a world designed scene‑by‑scene, just like the classics
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Amiga Magazines / Old Amiga Future Issue 151 in german & english now online
« Last post by AndreasM on February 06, 2026, 12:19:55 PM »
Since today you can read the Amiga Future issue 151 online on our webpage.

In irregular intervals we provide older issues of the Amiga Future for free online.

The PDF versions (in HQ) are available in our online shop

Read the german mags online: https://www.amigafuture.de/app.php/kb/index?c=10
Read the english mags online: https://www.amigafuture.de/app.php/kb/index?c=65

https://www.amigafuture.de
https://www.amigashop.org
http://www.apc-tcp.de

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25% funded already after 2 days  :)
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Amiga/MorphOS/AROS Programmers Forum / Re: PTDQ - faster C2P
« Last post by saimo on February 04, 2026, 06:46:47 PM »
New experiment with PTDQ: dual playfield with both layers scrolling freely.

https://www.youtube.com/watch?v=mENnJygi5Eo

As usual, available from https://retream.itch.io/ptdq.

Fun fact: the foreground layer is triple-buffered, but that's a complete waste as no graphics rendering is performed; the reason is that the initial 5% was made months ago, but I got around to make the rest only now that my right arm is immobilized due to injury: it was just too much of a chore to write more code and to create more assets using just the left hand - and I'm not even left-handed (even just typing this is driving me nuts)!


LAYERS

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

Background:
* 336x336 dots
* maximum 256 colors

Foreground:
* 672x576 dots
* maximum 81 non-transparent colors
* triple buffer


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 triple buffer was implemented for glitchless rendering of graphics, but eventually no rendering was added.
* The 24-bit palettes for the cycling of the foreground colors are pre-calculated at startup; the effects are obtained by writing each frame a whole palette to the COLORxx registers with the CPU during the vertical blanking.
* The CPU is idle most of the time. The Copper is idle most of time unless the staggered lines are on. The Blitter is idle.
* YouTube's encoding degraded the quality.
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Amiga OS / Re: Installing PFS3AIO on Amiga OS3.2
« Last post by F0LLETT on February 04, 2026, 10:38:00 AM »
Hey @Tumbleweed , I just used your instructions on a 2GB CF card in an A600 and they worked first time.
Here's the details for anyone else trying to replicate and might have issues.

DH0: OS3.1,  non-bootable, FFS, 100MB
DH1: OS3.2.3, bootable, FFS, 100MB
DH2 and DH3: non-bootable, PFS\03, 800MB each. I used Quick Format and the HDInstTools that came with 3.2.3.
Mostly Stock A600: Has a 3.2 ROM and 8MB of Fast.

If your using 3.2, you should not have the any issues, regardless of sizes.
Latest FFS does not have drive size limitations, same goes for PFSAIO.

As a test, I booted off a 20GB boot partition, without issues. That was using both FFS and PFSAIO as seperate tests.

Your A600 is begging for a Pistorm 600, ;).
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Amiga OS / Re: Installing PFS3AIO on Amiga OS3.2
« Last post by WhereIsTheParadroid on February 04, 2026, 09:17:08 AM »
Hey @Tumbleweed , I just used your instructions on a 2GB CF card in an A600 and they worked first time.
Here's the details for anyone else trying to replicate and might have issues.

DH0: OS3.1,  non-bootable, FFS, 100MB
DH1: OS3.2.3, bootable, FFS, 100MB
DH2 and DH3: non-bootable, PFS\03, 800MB each. I used Quick Format and the HDInstTools that came with 3.2.3.
Mostly Stock A600: Has a 3.2 ROM and 8MB of Fast.
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A600GS & A1200NG / Re: a1200NG and morę USB
« Last post by MarcinK on February 03, 2026, 07:23:42 PM »
Thanks for the info. I'm buying it, I'll have the cable on Thursday 😃 After all, after connecting this cable to the USB A ports, all I have to do is install the FDD and close the Amiga 1200 case 😃
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