There's something awesome about him saying "I used" when other channels have to say "they used" for these old games, because this is him! This is the guy!
@PeterJamesMoments3 жыл бұрын
Definatly makes him stand out and my ears prick up. What a legend.
@___joez3 жыл бұрын
What a narc saying "I" all the time SMH 😤😤
@mulciber74283 жыл бұрын
@@___joez Its not narcistic. Because he was one of the first doing this trick to get the last bit of performance out of the Hardware of that time. It was innovative.
@charliecharliewhiskey94033 жыл бұрын
@@lefthookouchmcarm4520 "Valid", meaning acceptable, or having a logically-sound foundation? "There's something acceptable about him saying 'I used'" doesn't give any of the same meaning as is implied by "awesome" (very good, worthy of respect, cool). Validity isn't even in question, or at all pertinent. The meaning OP was aiming for was something like "I consider the fact you can talk in 1st person about this to be good and cool". Validity is the barest passing grade for the ability to speak about something with a modicum of authority. These are in completely different categories of meaning. You might think calling it "awesome" is still over-stating the level of cool, but a more valid response to that is to offer a word lower in the same chain. Like how "good" is below "best" but still in the same chain of meaning. If I say something is the best and you disagree, you don't reply "Best? It shouldn't be considered the best, it should be considered correct" you reply instead "Best? It's good, sure, but the best? Really?". If you think I'm being a pedantic arse, well you started it.
@orti12833 жыл бұрын
@@___joez wtf, he says "we" where credit is due. You have to literally state the subject every sentence in English, why say anything other than "I" if he did something on his own?
@Bitplex3 жыл бұрын
Andy did an amazing job of that walk cycle. Arguably more fluid than most run/walk cycles of that era.
@T3sl43 жыл бұрын
It's a bit slow maybe. But that's more of a gameplay thing, or design. But oh the frames!
@Bitplex3 жыл бұрын
@@Beadlesstorh You gotta remember I'm comparing this to things to the era, like Mario's original 3 frame run cycle.
@BenjaminGlatt3 жыл бұрын
Arguably more fluid than some run/walk cycles of *this* era.
@TheZenytram3 жыл бұрын
But then the jump animation is non existing.
@Bitplex3 жыл бұрын
@@filevans Andy was the head designer that worked on this game.
@LadyBrightcynder3 жыл бұрын
I'm really impressed with how smooth the animation is for the main character. I've never heard of this game before, always glad to learn something new!
@eye7763 жыл бұрын
One cool trick with _some_ old java phones was that the screen buffer was never really cleared unless explicitly requested. Used this trick in a bunch of mobile ports to draw more stuff on screen than the phone technically allowed.
@bbbbbbbb45032 жыл бұрын
really?! what mobile ports did you work on?
@grumpykitten4566 Жыл бұрын
wouldn't it give you flickering or did you managed to draw it to a separate frame buffer before outputting it?
@m_art_ucci3 жыл бұрын
This is one of my favourite channels! No joke. There's an aura behind knowing game development history, and this is the place I feel a bond with.
@AmigaMaster3 жыл бұрын
I did not know you actually started making commercial games on the Amiga. Love your work and technical knowledge and ingenuity to use the system capabilities in a special way to raise the limits. You never lost your Demoscene soul!
@HenrikoMagnifico3 жыл бұрын
Awesome video! It blows my mind that this is only one small part of what you had to work through as developers back then, things that today seem trivial but were so utterly important- and still are- to computing today.
@djcaesar91143 жыл бұрын
In 20 years, the developers will publish on KZbin their videos like "How I managed to fit a character animation on a Blu-Ray with only 5 frameworks and 2584 libraries". Thanks for your videos, they are a source of inspiration for my code.
@stevethepocket3 жыл бұрын
You joke, but Valve used to publish occasional slideshows explaining some of their programming tricks, like how they made all the zombies in _Left 4 Dead 2_ unique despite the consoles' half-gig memory limits. I wish more contemporary developers did stuff like that.
@m.p.jallan21723 жыл бұрын
@@stevethepocket Check out "classic game postmortem", some modern teams and many old developers.
@bitwize3 жыл бұрын
"I downloaded a platforming character behavior from the Unity Asset Store..." Actually some of Naughty Dog's postmortems showcase how impressive their tech is, and how they use the much larger storage and memory available on newer systems to profound effect. Just the way Nathan Drake shifts his weight realistically when you make him change direction, for example, is very data intensive, and that's not even getting into things like how they simulated wet clothes or footprints in dirt/sand...
@dercooney3 жыл бұрын
as if people will remember bluray, and one of those libraries has been compromised to steal passwords
@aprofondir3 жыл бұрын
@@stevethepocket what do you mean unique?
@lucaspelegrino13 жыл бұрын
Can we take a minute to appreciate all the effort put into editing of these videos?
@minater2473 жыл бұрын
Yeahhh, was just reminded of the channel yesterday, finished catching up a couple hours ago and bam a new video! Love it as always, always learning from these!
@samferngamerhd42043 жыл бұрын
I get more impressed with every video. It's like those old platforms are another universe of game development. Edit: I don't know where my mind was. The Commodore Amiga is not a console, it's a family of personal computers. Edit 2: Changed "consoles" to "platforms".
@bignope57203 жыл бұрын
it's wild to think that before infinite ram and infinite disk space, programmers had to understand hardware. and programming.
@samferngamerhd42043 жыл бұрын
@@bignope5720 Even nowadays there are limits, they are just different. They still need to understand programming, of course, but back then they had to master the hardware and very low level programming to make the games even open properly.
@bignope57203 жыл бұрын
i know, i know, i'm just grumpy. and most programmers are very, very bad at their jobs.
@zerorig3 жыл бұрын
@@bignope5720 I think it's unfair to say most programmers are bad. Most games use such an insane amount of middleware that no programmer alive would be capable of optimizing it all.
@flandrble3 жыл бұрын
modern games are still heavily limited by memory space, LOD, occlusion, and many other tricks are employed these days that would be considered "hacks".
@HappyBeezerStudios3 жыл бұрын
It always amazes me how limitations foster creativity. When the hardware is limited, you have to work around those limits and implement all those tricks.
@BillAnt6 ай бұрын
Check out some of the latest Fairlight demos on the C64, it's mind blowing what they can do nowadays. From more than 16 colors to full top/bottom and left/right border graphics and amazing sound. Creativity and magic combined. :)
@dbnpoldermans41203 жыл бұрын
I remember playing this when it came out. Cool feature is that it uses 2 buttons. Something which many Amiga games developers forgot to do.
@Tripmonkey3 жыл бұрын
Leanders graphics blew me away at the time of release and they still look amazing today. Nice work, and thanks for a great game :)
@plainlazy20973 жыл бұрын
I always look forward to these vids. I’m amazed on how many top titles you were involved with and how creative programmers got to make games expressive, despite limited hardware.
@Pabloraster3 жыл бұрын
Thank you for this video and for making so beautiful demos and games on Amiga!
@jezgomez9 ай бұрын
I remember that SAE demo! Brought back memories of copy parties in a Croydon church hall and swapping disks with Russell. And Jolyon Ralph I think? What a blast from the past!
@Toffeemeister3 жыл бұрын
Thanks for the video bud and well done with Leander it was a very slick Amiga game. Very much appreciated by Amiga fans at the time!
@JustWasted3HoursHere3 жыл бұрын
I really miss the quirky display modes of the Amiga. Jay Miner was a genius in figuring out ways to get the most out of limited resources (especially important back when RAM was still extremely expensive). To this day I'm still impressed by many of the .anim format animations using HAM and HAM-8 (AGA) modes. Using DCTV with this is even more impressive.
@IlIBonesIlI3 жыл бұрын
I'm hardly a tech head, and I've never used an Amiga, but this explanation is fascinating and makes total sense once broken down. Might have to try "Leander" out.
@frollard3 жыл бұрын
What an absurdly complicated way to make something smooth and invisible to the end user. Awesome work!
@cbmeeks3 жыл бұрын
Great seeing some more Amiga love on this channel.
@AndreaDoimo3 жыл бұрын
I was so proud of having such wonderful game on my Amiga. Thank you!
@valenrn86573 жыл бұрын
On near modern GPUs, the Geometry Instancing feature enables the programmer to recycle geometry multiple times. Geometry Instancing API is exposed by DirectX 9 and fully implemented in hardware on GeForce 6 Series GPUs.
@RobotronSage3 жыл бұрын
Dude, i fucking love this channel. Games of modern day are poorly optimised (gross understatement) and i feel like i actually learn about programming efficiency from watching your videos. These are neat tricks that i think even carry onto a modern day developers expertise. I did some reserach on ''Data Oriented Design'' and came across a guy on youtube who made an engine called Enjon that can render thousands of entities + physics + interacting with one another without any discernable lag. Without optimisation it is apparent we can have all the modern hardware we want but it's not going to bring us to the next age of performance technology if it's bottlenecked by software bloat etc. I feel like if we had the hardware of today in the 1990's, this would truly be a ''supercomputing'' experience, not a ''why is my chrome browser eating 12GB's of RAM'' experience. We used to have browsers run perfectly fine on just 256MB dual channelled thankyou very much. Why make data larger if it is functionally the same as it was before
@krelakuma3 жыл бұрын
I thoroughly enjoy these videos, I find all the little tricks and techniques that were used in these games fascinating. Keep em coming!
@anticipatable3 жыл бұрын
Leander was my favorite game growing up! I like this channel and didn't realize you made that game. Ironically I don't think I want to know more about how Leander was made, because it still has something magical about it to me.
@ildalailamer8341 Жыл бұрын
Greetings from Italy! i used to love Leander as a kid on my amiga, the atmosphere, the gameplay, the music, i was immersed hours, despite it being rather difficult (at the time at least). Big fan of your work then and now
@mails653 жыл бұрын
so happy we live in the era programmer legends have their own channels and share their secrets and educate the next generation of programmers. This is good, this restores faith in humanity
@thedill19843 жыл бұрын
I am grateful for your sharing of what would otherwise be lost art and wisdom to a generation of incoming engineers and developers who don’t tend to appreciate the types of extremely creative problem solving that was often needed on these older gen systems to accomplish things which are now largely seen as trivial or just taken for granted. Thank you.
@nebularain33383 жыл бұрын
"Blah, blah, back in my day, the young don't appreciate anything, blah blah"
@davidt35633 жыл бұрын
I always love seeing geniuses use hardware and software like this. Nice work!
@Zeroxore3 жыл бұрын
I love these videos, and the background music is great! Great knowledge and atmosphere.
@System.103 жыл бұрын
I get excited every time you upload a video! They're so interesting and inspiring.
@bossbaddiegames3 жыл бұрын
OH! I might have seen that demo! Back in 2001 I was working in a specialist computer shop (they did everything from installing networks in airports to installing Zip drives). I was known as "the amiga kid" there and so one of the 4 folk who worked there brought in a bunch of rare old demo disks and his Amiga 1200 (IIRC). I definitely saw at least one Stress video because I thought it was an odd name compared to other folk (Fairlight e.t.c.). I forgot the guys name and the company shut down years ago. He even asked if I wanted the disks but I was trying to be polite and declined. All I remember is he wore a long coat and lived near Cheshire, and that he claimed to have done some work on Sonic 3D/Flickies Island whilst working at TT.
@andyukmonkey3 жыл бұрын
It's amazing what people hold on to. Some unreleased games get found in people's attics from 30 years ago on dusty development floppies and a Work in progress version of Sonic 1 was found recently after decades of finding nothing.
@Thonik762 жыл бұрын
Loved this game thank you for the many hours spent with this gem
@johanlaurasia3 жыл бұрын
The guys who programmed the Atari 2600 did alot of the same tricks repositioning sprites (there were only two, plus the one pixel shot, and 4 pixel ball which were used alot to draw lines.
@gargonovich3 жыл бұрын
The folks who made the Amiga actually did the 2600 and Atari 8bit machines directly before moving onto the Amiga, so tricks carry over, which was probably helpful for developers. The Atari 8-bit computers are especially cool to look at as a sort of "proto-Amiga."
@PlasticCogLiquid3 жыл бұрын
@@gargonovich Jay Miner en.wikipedia.org/wiki/Jay_Miner
@inceptional3 жыл бұрын
So, given that the Atari 2600 was even capable of this, does that mean that pretty much any console could do roughly similarly in the right hands? I mean, as an example, could pretty much the same thing be done on SNES using say its HDMA and/or other methods too?
@mattsephton3 жыл бұрын
@@inceptional probably similar things could be done, if needed. Though each hardware has its own characteristics so they were probably solving different problems on the SNES.
@flogjam3 жыл бұрын
@@gargonovich Yeah. There's, cross "pollination" of ideas and design to Atari Lynx and 3DO too (RJ Mical & Dave Needle).
@entity80193 жыл бұрын
Thank you for showing this. I bloody loved my Amigas. I remember as a kid on some morning TV show, Psygnosis featured, as did this game - I got my mum to buy it on sight and loved every moment of it. I seem to recall LTUS being the final level code, plus a post-credit screen about Tigranda, which, well.....
@FabledGentleman3 жыл бұрын
Leander was such a beautiful game. Great animations, great graphics and a stellar soundtrack. It was a blast to play i remember, i loved it so much. And so fun that so many years later, i get recommended a video on KZbin, and the guy says he is the one who made it 😊
@vilesyn3 жыл бұрын
Man, I really miss the demo days. Still, I love to see effect explanations like this. I feel like in the progression we’ve lost a lot of methods to keep all of the awesome in incredibly small spaces of memory.
@francescosacco49693 жыл бұрын
Your explanations are always very clear and interesting. Thank you!
@SullySadface3 жыл бұрын
Huh, I was wondering why the mountains (not so much the power bar) disappeared when I disabled the sprite layer. That's a cool trick. I wish Commodore was still around, computing has gotten dull since Workbench turned into "AmigaOS"
@RayR3 жыл бұрын
Are you kidding me. There are tremendous options from the low end to the Hi end with AI accelerated computing. You must have been asleep the last 10 years.
@RockTo113 жыл бұрын
Yeah, computers were far more interesting in the 1980s and 1990s. Lots of unique and innovative quirky platforms. The convergence we have now is boring.
@pnvgordinho3 жыл бұрын
Im glad that Commodore officially died when it did. What's special about the Amiga is that it has its how style in graphics and sound. The games are what is important for me and I love Amiga games. If Commodore wouldn't had died, today the Amiga would be just another pc with 3d games and stuff and that special style, probably would be gone. But the Amiga is still alive, thanks to its amazing community. Have you played the Dread game demo?. Its a Doom clone that runs on a stock Amiga 500. Check it out.
@mjetektman93133 жыл бұрын
@@RockTo11 yeah, same for consoles, nowadays architecturally they're either ARM (same CPU arch as your phone) or AMD64 (same as your PC), IMO the last interesting console gen was till PS3/X360 gen, when they user PPC
@Thornskade3 жыл бұрын
@@RockTo11 You people are kidding me. Would you rather have 20 slightly different machines that everyone needs to develop for, or alternatively consumers all have to individually buy just to have access to all games? Games being scattered across three consoles and PC is bad enough as it is.
@AnOfficialAndrewFloyd3 жыл бұрын
This is very similar to the Atari 8-bit's ANTIC processor and Display List Interrupts. But that makes sense because the Amiga's chips and the Atari 8-bit chips were both designed by Jay Miner!
@FaustY2K3 жыл бұрын
Jon I'm always fascinated by your work and dedication, cheers 🥂
@mark123583 жыл бұрын
You great! Thanks for sharing your passion here!!
@tonelemoan3 жыл бұрын
You coded Leander? You sir, have my utmost respect.
@marceloalarcon60583 жыл бұрын
I absolutely love this video, I had no idea how hardware intensive creating video games was back then, you really had to understand the ins and outs of your console!
@JamesMartin-bc8xq Жыл бұрын
Loved leander.. you did such a good job.. it frustrated me all the rubbish arcade ports we got especially street fighter and then we got games like this.. thank you for this amazing game
@meagrePuppy3 жыл бұрын
Damn, this is so clever - I always wondered how you created that extra level of parallax. A very cool technique!
@andreinoooo3 жыл бұрын
The Amiga was such a wonderful machine and its community was filled by so talented developers!
@shred_3 жыл бұрын
Many of these developers are still there. ;-)
@andreinoooo3 жыл бұрын
@@shred_ Amiga Forever!!
@Prelmable3 жыл бұрын
Don't say "ancient" hardware, makes me feel dead already. edit: he changed the title :)
@RyonMugen3 жыл бұрын
you are what you eat
@fischX3 жыл бұрын
Watch some videos of people decommissioning 2008 blade servers - that will cheer you up
@Ezyasnos3 жыл бұрын
I think we Amigans need to wear white togas and laurel wreaths just to acknowledge our seniority - with dignity and highbrowed.
@MikehMike013 жыл бұрын
I wish I was dead
@deceiver444 Жыл бұрын
I was in awe of Leander when it came out in December 1991. It looked and moved so smoothly.
@lowfinger3 жыл бұрын
The people that made the silicon to do these things and then the coders that bent and stretched to code to truly leverage that capability, awe inspiring.
@MrRoccoMarchegiano3 жыл бұрын
My father loved Amigas but I used to always pester him to play games on them so he bought me a Genesis. Turns out you're at least partially responsible for quite a lot of the games I grew up with. Thanks for that bud. Leander was excellent. My pops had a 500, which I could play with, and he used to call his others terms I never hear other people say so maybe I misremember, but, if 040 and 060 actually means anything, he had them. Genlocks and video toasters too...dunno what either of those are either to be honest.
@Toffeemeister3 жыл бұрын
Yip the 040 and 060 refers to the higher end Motorola CPUs 68040 and 68060.
@davebarnes26013 жыл бұрын
Leander is my favourite Amiga game! Thank you for this amazing video! =)
@fabricedevaux51553 жыл бұрын
Hello, former AMIGA game programmer here (Puffy Saga and Pick & Pile). Nice trick with the sprites mountains. I which I had a good pixel artist as you had (Puffy is in 32 colors, but I am sure that it would have been magnificent with a more talented graphist. I wasn't in the sprite multiplexing thing as it hinders the level creativity, and result in good locking game that are mostly empty (few ennemies). In Puffy saga, I used the sprites only for the right side pannel (made entirely with sprites in 3 and 15 colors modes, with copper multiplexing), the main screen being in 5 planes (thus no dual playfield here).
@randy78943 жыл бұрын
You made Leander?! I love that game. Thanks for the fun.
@rustymixer28863 жыл бұрын
Give me a bottleneck, And I'll give you a miracle" - artists
@LouisZezeran3 жыл бұрын
That was an amazing explanation
@theamigashow95063 жыл бұрын
I loved Leander on the Amiga, definitely my favourite!
@StigDesign3 жыл бұрын
Awesome Video and Insight, i love the tech tips and tricks in 80s and 90s :D
@fdk70145 ай бұрын
And the sprite reuse trick works because you are using the same sprite data in every repetition of the mountain. It only needs to fetch the sprite data once per scan line. That is clever!
@rawadventures95977 ай бұрын
Thank you fir this. Old Amiga assembly coder here.
@emmanueloverrated3 жыл бұрын
I miss this demo scene culture here in North America. You guys were incredible.
@PhilipMurphy8Extra3 жыл бұрын
This is genius, Always worth having a upload from Coding Secrets for sure.
@SomeBlokeOrWhatever3 жыл бұрын
Commenting for algorithm. If I didn't live in the third world, I'd really try and get my hands on a Commodore Amiga. It just seems like such a neat machine.
@kri2493 жыл бұрын
A lot of the games looked awesome too.
@gabrieleriva6513 жыл бұрын
You could buy a MISTer FPGA and us that to simulate an Amiga with the Minimig core. The base DE10 board is around 150€ new.
@ebridgewater3 жыл бұрын
Was. Very old now.
@PixelShade3 жыл бұрын
@@funkykoval2099 Difference is that MISTer doesn't use emulation. The "cores" reprogram the FPGA module to recreate circuits of an Amiga board on an actual circuit level, So really, once the core has been loaded it's not really emulation anymore but an actual unit running at perfect timings. But sure, people need to ask themselves if they really need that kind of accuracy when we have cycle perfect emulation for the Amiga. I for one, use emulation primarily and whenever I need "true testing" during software development, I use real hardware. But generally. emulation covers 99% of my needs.
@SomeBlokeOrWhatever3 жыл бұрын
@@funkykoval2099 Nheh. Emulation is great if all you want is to play the games. But I kinda wanted the feeling of messing with a vintage computer. The bulky tube monitors, the satisfying ka-chunk of a 3.5 Floppy Disk being inserted. The keyboard-thing-that-plugs-into-a-monitor form factor of those early computers that I wish hadn't gone away because it's a neat idea. I experienced vintage computing only through an MS-DOS machine back in the day. The Amiga and systems like it weren't really a _thing_ in my country.
@zetsuyoru6623 жыл бұрын
I loved this game on the amiga back In the day. Thank you for the memories
@MyScorpion423 жыл бұрын
either those mountains are much smaller and closer than they look, or the mountain range surrounds you and you're walking in circles
@themugwump333 жыл бұрын
I’m becoming increasingly nostalgic for the days when the creator’s cleverness got you better graphics, not number of GPU cores.
@sethgob55913 жыл бұрын
Isnt game devs being able to just make whatever they want and let their full ambitions become real instead of having to be real computer geniuses to make the absolute most out of incredibly limited hardware just to make certain basic ideas work properly a good thing?
@davebob49733 жыл бұрын
spheres
@michaelcirco39483 жыл бұрын
@@sethgob5591 Restrictions breed creativity. See Raiders of the Lost Ark vs Kingdom of the Crystal Skulls. I'm all for the conveniences of modern hardware and software, but being forced into thinking laterally often opens up new insights or forces you to figure out what really matters to a creative endeavor.
@lhb823 жыл бұрын
@@michaelcirco3948 "Raiders of the Lost Ark vs Kingdom of the Crystal Skulls" That is not a good example, as Lost Ark was already a big production, as it has the two biggest directors of its time behind it. Crystal Skulls wasn't bad because of the many available options, it was bad because Spielberg had lost his "fire". He later made "The Adventures of Tintin", which had less restrictions, as it is a computer animated movie, and it was WAY better than Crystal Skulls. Modern games offer a lot of ways for interesting gameplay and story telling, but nobody could create a game like GTA5 via low level logic. If you want big games that need a huge crew, you need to abstract the basic hardware. By the way, I'm sure the Lego games (which made TT games famous) and their engine aren't that different, or does anybody believe that the crew is doing every close to the hardware on multi plattform titles? :)
@fireaza3 жыл бұрын
At the same time, not all game devs are genius programmers. Should their game ideas not be allowed to see the light of day?
@stephenhall29803 жыл бұрын
I find this stuff utterly fascinating. I just wish I could understand it.
@stevenschiro18383 жыл бұрын
The mountain handling was amazing
@kri2493 жыл бұрын
Because I'm trying to learn coding games as a hobby finding out about all these tricks to over come the limitations of the time just fascinates me. I'd love it if you released a whole video explaining how it all works and how you got the maximum performance out of it. That would be awesome.
@RetroGamingMusicCom3 жыл бұрын
Great behind the scenes info. Loved the game, the music was super! Did you do the graphics and code? This was well polished. Need to watch more of your stuff.
@kennethjakobsen72953 жыл бұрын
The Amiga was so far ahead of its time.
@daniel-zh9nj6yn6y3 жыл бұрын
This is amazing ! I only wish I could fully understand what you're explaining :)
@gabrieleriva6513 жыл бұрын
How Commodore mismanaged the 64 and Amiga's success won't ever be not tragic. They could had been the third pillar of consumer electronic hardware.
@Trashloot3 жыл бұрын
I will always be amazed by the code wizards of that era :D.
@easyerthanyouthink Жыл бұрын
These are great videos. You can multiplex an incredible amount of sprites, but it starts to becomes really hard to house keep 😂
@borchen0 Жыл бұрын
To be able to use all 8 spritechannels, one can shift the whole screen 16 pixels to the right. Using this workaround the DMA bitplane datafetch wil not interfere with the DMA spritedata fetch.
@ianhanschen3 жыл бұрын
Love these videos.
@Drumm3rBo1862 жыл бұрын
Love the intro music!
@crinoidthyroid3 жыл бұрын
I love the title of this video it's like one of those clickbait ads, "Snes doctors hate him ! One simple amiga trick !"
@Definitely_a_Fox3 жыл бұрын
I'd love to see that demo if anyone ends up finding it!
@90lancaster Жыл бұрын
The most shocking thing to me about this video is finding out Leander was a guy the entire time.
@alejoyugar8 ай бұрын
the beggining of a legend
@tomek1553 жыл бұрын
I love you channel ! More of that !!!! 😋
@Species15713 жыл бұрын
3:36 The girl with the scarf was also part of a program called Photochrome for the Atari STE. Same thing, allowed you to display slideshows using all 4096 colours, and this was one of the images included with the program.
@fungo66312 жыл бұрын
I imagine PC 98 eroge would also be perfect for this mode
@pvanukoff3 жыл бұрын
I didn't know you did Leander! Nice -- I liked that game quite a bit.
@mattiviljanen81093 жыл бұрын
Racing the beam, ain't we? I thought that was for older, simpler systems only!
@Vectorman2X3 жыл бұрын
after all those years i have the chance to hear the man that made one of the great amiga games that i played when i was a kid,thank you sir.
@Sinn01003 жыл бұрын
Wow, I don't know if you teach but if you don't...I would consider it. Thank you for posting this excellent video.
@jasonblalock44293 жыл бұрын
1:27 OMG I'm so flashing back to my early teenage years, scouring BBSes for demos. That's so adorably retro. :-D
@10p62 жыл бұрын
We need someone like you to get the most out of the Atari Jaguar :-)
@jamescameron1493 жыл бұрын
Loved Leander and Psygnosis Amiga output in those days. I bought lots of Psygnosis games. I also finished Shadow of the Beast on my A500. Not easy...
@Tossphate3 жыл бұрын
Ooh, nice bit of lore at the end there
@SkyboxMonster3 жыл бұрын
That era of games I would argue had the best creativity. not just making the game. but making it WORK for the hardware
@arthurdaly3497 Жыл бұрын
I didn't get anywhere near your level of acheivement, but one thing I've been saying to people is that you could use the copper to change the colour pallet every 4 horizontal pixels. I programmed a simple loop in assembler to ascertain that in about 1997/98. I was planning at one point to make a chunky graphics type game but with hundreds of colours on screen at the same time on the original chipset using that. Not sure how feasible that would be. Also, I know you're talking more about sprites here, but its nice to se my findings about the copper being able to take effect every ~4 horizontal pixels. Most people seem to think you can only use it each scan line
@ArneChristianRosenfeldt9 ай бұрын
On SNES everything is once per scanline. Color and mode-7 . Same on GBA. Retarded.
@iridium130m3 жыл бұрын
Super cool to see some Amiga focused coding details, moar please!
@UnrivaledPiercer3 жыл бұрын
What happens if a game play related sprite overlaps the same lines of the screen that the HUD or mountain layers on? Or is that not possible?
@Midwinter23 жыл бұрын
My question also!
@Dwedit3 жыл бұрын
It won't happen, because the camera is centered on the character at all times. But if the player could be elsewhere on the screen, you could draw either the character, or the background. Not both.
@cst12293 жыл бұрын
@@Dwedit What about non-player sprites like enemies?
@ericBcreator3 жыл бұрын
As far as I know (experienced), exceeding the number of allowed sprites causes flickering (alternately displaying them).
@cst12293 жыл бұрын
@@ericBcreator I think exceeding the number of sprites simply causes the excess sprites to not display, and the flickering is a thing implemented by the game.
@roberthazelby44243 жыл бұрын
Another fascinating video. Thank you for sharing your secrets. Leander has to be one of the Amiga's finest platform games. I still have the original in my collection. I love the copy protection in this which removes a platform from one of the early cave sections meaning it can't be completed. Perhaps you can explain how that protection worked?
@CodingSecrets3 жыл бұрын
Already did here - kzbin.info/www/bejne/h5LUaqmim9R6pKM